How to disable networking features *of UE4* on windows?

Hi,
Whenever I execute my packaged game in a new PC windows rise this firewall dialog. How I can disable network communication if my game is offline single player and doesn’t need it?

NOTE: I’m not talking about my computer setup. I was asking for disabling the features inside the engine. So any time my game is installed in a user computer it should not rise that unnecessary system dialog, when I’m not using any networking feature.

24292-clipboard01_allow_firewall.jpg

Regards,
piX

Hi,
I was not talking about my computer setup. I was asking for disabling the features of the engine. So any time my game is installed in a user computer it not rise that unnecessary system dialog, when I’m not using any networking feature.
Thanks for your quick replay. But maybe I have to edit my question to be more precise.

Hi, why are you accepting your answer if this actually not answering what I was asking for? Would be even better if you just say me: It can’t be possible.
If you need me to be more explanatory just ask me. But do not send me to Microsoft website when I talking about an UE issue not my Windows system.

I would like to know this as well. Not only for the end user, but every time i test a concept, i have more firewall rules… it’s getting messy in there.

I thirded that. I’m have some people testing my single player game and there like why do I need this.

I managed to remove at least some of them by simply disabling the initialization functions. I haven’t really tested it, but the compiled game binary seemed to work fine.

Here’s a patch of the changes I made on top of commit ec89afdca643efec6aaa1badc5b2b07df27eaec3 on the release branch.

From a4c0117412df460530c3de11db754863a0dfd43c Mon Sep 17 00:00:00 2001
From: seece <seece@iki.fi>
Date: Fri, 31 Jul 2015 18:05:37 +0300
Subject: [PATCH] Disable networking

---
 Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp        | 1 +
 Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp | 1 +
 2 files changed, 2 insertions(+)

diff --git a/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp b/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
index 645a2c3..999d4e7 100644
--- a/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
+++ b/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
@@ -252,6 +252,7 @@ bool FWinInetConnection::InitConnection()
 	ShutdownConnection();
 
 	UE_LOG(LogHttp, Log, TEXT("Initializing WinInet connection"));
+	return false;
 
 	// Check and log the connected state so we can report early errors.
 	::DWORD ConnectedFlags;
diff --git a/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp b/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
index 2f52869..f480f3d 100644
--- a/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
+++ b/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
@@ -107,6 +107,7 @@ FSocket* FSocketSubsystemWindows::CreateSocket(const FName& SocketType, const FS
 bool FSocketSubsystemWindows::Init(FString& Error)
 {
 	bool bSuccess = false;
+	return false;
 
 	if (bTriedToInit == false)
 	{
-- 
1.9.5.msysgit.0

I had same problem on UE4.10.2. I read that it’s ok if packaged with “shipping” on another thread but not.
Then I found the cause. That is SlateRemote plugin.

(if you googled and came here and care about this matter, it’s better to check
Edit>ProjectSetting>End-UserSettings. I don’t know when it will send anonymous data,
but soon or later it causes end-users to have suspicious I think.)

Hm, this plugin was auto-disabled for me and I’m still getting the notification. Hm

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