The HTML5 networking path is still in the early stages and still being worked on atm so I’d expect it to be a little flaky. AFAIK it’s built on websockets which is wrapped in BSD socket api (but don’t quote me on that) so if you want to mess with it please do.
Unreal Networking for HTML5 doesn’t yet exist in main line although if you are interested in testing out a alpha version and providing a test case, please let me know.
when you say “edit the generated html5 file” refering to the host ip, what line is that exactly?
is there currently a way to change the host ip dynamically?
and does it have to be a dedicated server?
thanks
edit:
i still get the script error above as well as:
Assertion failed: HasFoundDataDirectory [File:G:\UnrealEngine-5a54a880bac95a7e0120bdda90c1caea5005e215\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 117]
ICU data directory was not discovered:
…/…/…/test3rdperson/Content/Internationalization
…/…/…/Engine/Content/Internationalization
Any updates on this? I have a blueprint based project that would greatly benefit from out-of-the-box multiplayer entry/login through a HTML5 client… And I would also be willing to test any recent alpha/beta packages/plugins.
The dedicated development/shipping server crashes when client tries to connect to port 8889.
Firefox (47.0 64-bit) error:
“The connection to ws://149.56..:8889/ was interrupted while the page was loading.”
NOTE: The normal Win64 client network cannot/wont even initiate Websocket communications!
Normal building of server/client with Visual Studio 2015 works from github source when using default networking.