This call is firing constantly during my attempt to stream a large amount of data from a custom server. My code is C++ on both ends. when the mentioned URL is not connected, it introduces a 3 second delay between actual useful packets, making it completely unusable.
Can not find the way to stop the connectivity check to google.com.
The answer from the Developer Assistant:
To suppress or eliminate the âLogHttp: Warningâ messages for HTTP request timeouts in Unreal Engine 5, follow these steps:
How to Suppress HTTP Timeout Warnings
Use DefaultEngine.ini to reduce log verbosity for HTTP-related logging:
Add the following section to your projectâs Config/DefaultEngine.ini to set the LogHttp category verbosity to Error or Fatal to eliminate warnings and only keep critical errors:
[Core.Log]
LogHttp=Error
This lowers the verbosity level from Warning (which generates your log message) to Error, effectively eliminating those warning logs about HTTP timeouts.
Use Console Command at Runtime
You can also suppress the warnings during runtime by entering this in the UE console window:
Log LogHttp Error
This command dynamically changes LogHttp verbosity to Error, eliminating warnings such as HTTP timeout logs.
Command-Line Argument
To make this setting permanent for all runs, start your game with the command-line argument:
-LogCmds=âLogHttp Errorâ
Explanation
The HTTP timeout message belongs to the LogHttp category.
By setting LogHttp to Error or higher, you eliminate Warning-level logs but keep important errors.
This prevents timeout warnings from cluttering your output log or console.
Found another page about this issue : Why am I getting a âgoogle com / generate_204â error when I load a project? - Development / Programming & Scripting - Epic Developer Community Forums
I donât care about the logging I care about the fact that it pauses my entire program for 3 seconds with each request. Itâs making my entire program unusable. i need to STOP the query
from happening
I have tried the following :
in DefaultEditor.ini
[Analytics]
bEnableAnalytics=false
in DefaultEngine.ini :
[Analytics]
bEnableAnalytics=false
[CrashReportClient]
bImplicitSend=false
bSendUnattendedBugReports=false
bEnableGooglePlaySupport=false
[HTTP]
HttpActivityTimeout=1
HttpConnectionTimeout=1
[Portal.BuildPatch]
PingServiceURL=ââ
[EpicOnlineServices]
bEnabled=false
How are you invoking the call? It shouldnât be coded to immediately fire.
Ping to check if connection is made (curl).
Confirm locally your ready to receive the data.
Fire the request.
Disconnect.
everything Iâve found suggests that this is a built in âphone homeâ feature of the editor. Iâm not including any commands that I am aware would invoke this feature.
Ahh gotcha. What Plugins are you using?
Change the code in SHomeScreen.cpp, no more connection check request.
void SHomeScreen::CheckInternetConnection()
{
// Fire another request only if the previous one finished
if (HttpRetryRequest.IsValid())
{
return;
}
bIsRequestFinished = false;
//HttpRetryRequest = HttpRetryManager->CreateRequest(
// FHttpRetrySystem::FRetryLimitCountSetting(3),
// FHttpRetrySystem::FRetryTimeoutRelativeSecondsSetting(3),
// FHttpRetrySystem::FRetryResponseCodes(),
// FHttpRetrySystem::FRetryVerbs(),
// FHttpRetrySystem::FRetryDomainsPtr(),
// FHttpRetrySystem::FRetryLimitCountSetting(3),
// FHttpRetrySystem::FExponentialBackoffCurve());
//HttpRetryRequest->SetURL(TEXT("https://www.google.com/generate_204"));
//HttpRetryRequest->SetVerb("GET");
bIsRequestFinished = true;
bIsConnected = true;
HttpRetryRequest.Reset();
//HttpRetryRequest->OnProcessRequestComplete().BindLambda([this](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
// {
// bIsRequestFinished = true;
// bIsConnected = bWasSuccessful;
// HttpRetryRequest.Reset();
// });
// HttpRetryRequest->ProcessRequest();
}
Hello. If modifying UE source code is not a viable option, you can download Windows Firewall Control by Binisoft (acquired by Malwarebytes, closed source program) that work with Windows Firewall rules. Pick Medium filtering option, and when UE tries to connect to the internet, choose Block.
If you want an open source alternative, try simplewall. Although it uses Windows Platform Filtering, I am not sure if it works in conjunction with the regular Windows Firewall (because both Windows Firewall and simplewall are front-ends for Windows Platform Filtering).
Weâve encountered this for our project as well. After some digging around the source, it turns out you can completely disable this SHomeScreen widget through the .ini files. Just add
[ConsoleVariables]
HomeScreen.EnableHomeScreen=0
To Config/DefaultEditor.ini in your project. It basically controls the initialization here and the CVar is declared here.
You are a lifesaver ! thankyouthankyouthankyou !