In general, we believe that the network socket backend of UE4 contains many branches of the preprocessor.
This is because UE4 can be built for various targets (PS4, Switch, etc.), but the socket interface is different for each target OS.
I’m trying to use gRPC now, but unless gRPC offers a build option that supports the PS4’s OS, I’m thinking this will be difficult. That’s because I think the branching of the socket code by the preprocessor in the gRPC code does not include one for the PS4, Switch, …etc. Please point out if I am wrong in my thinking.
Alternatively, gRPC could use the HTTP2 library provided by Unreal, but I don’t think it’s worth hacking for that. Unreal does not provide an HTTP2 library in the first place.
The solution we are thinking of now is to put the gRPC-gateway outside and use the normal RESTAPI from the client.
Please let me know if you have any experience. Thank you.