Sorting, some iOS devices (the ones with AMR64 architecture we assume) are unable to connect to our dedicated server running in a windows machine. This issue is not present in Android devices or Windows machines.
If we package the project including ARM64 the game does not connect to the dedicated server, it just work with ARMV7, this is not an issue while testing, but the problem is that Apple does not accept packages with ARMV7 (32 bits) anymore, so we’re forced to use ARM64.
We already try everything in our hands without results, any idea how to proceed?. We’re close to a alpha test and this is very problematic for us.
Thank you for reporting this problem. I’m currently investigating this connection issue and one of our iOS developers believes that he has already made a change to fix this but it’s not quite available on Github yet. Once the change is available, I’ll update here so that you can try grabbing the build with this change and see if it fixes the issue for you. If that fails, I’ll see if I can get a local reproduction of the issue and have a bug report entered.
It doesn’t seem like the fix will be put into Main in the immediate future so I’m going to just post the change that they believe will fix the issue. Please take this into your build and see if it helps.
In Engine/Source/Runtime/Sockets/Private/IOS/SocketSubsystemIOS.cpp:
If the change cause the engine not to compile, please keep in mind that this change was made with 4.15 in mind and may require an update to compile correctly. This should be a standalone and compile successfully however.
Please let me know the results when you get to try this.
Hey Matt!, there are really good news!, we already tested the fix in a developer build (arm64 ofc) and it works!, we’re about to perform a shipping build, ill post our results soon.
This might be digging out dead topic, but - we’ve had simillar issue and we’ve discovered that the binding has quite a big issue.
Here’s the pull request fixing it: .com/EpicGames/UnrealEngine/pull/4395