ISocketSubsystem broken in 4.13.1

After upgrading from 4.13 to 4.13.1, this always return nNetAddress as NULL:

TSharedRef nNetAddress = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();

Can someone please help fix this?

Thx.

Hey KillerPenguin,

I am not seeing the same issue. Here is what I have setup:

[GAME.Build.cs]

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Sockets", "Networking" });

[ISocketActor.h]

#pragma once

#include "GameFramework/Actor.h"
#include "ISocketActor.generated.h"

UCLASS()
class AH503580_API AISocketActor : public AActor
{
	GENERATED_BODY()
	
public:	
	AISocketActor();
	virtual void BeginPlay() override;
	virtual void Tick( float DeltaSeconds ) override;

    UFUNCTION( BlueprintCallable, Category = "Socket" )
    void ConnectToHost( );
    
    UFUNCTION( BlueprintCallable, Category = "Socket" )
    void SendMessage( FString Message );
    
    UPROPERTY( BlueprintReadOnly, Category = "Socket" )
    bool bConnected;
    
    class FSocket* Socket;
}; 

[ISocketActor.cpp]

#include "AH503580.h"
#include "ISocketActor.h"
#include "Networking.h"
#include "Runtime/Core/Public/Templates/SharedPointer.h"

AISocketActor::AISocketActor()
{
	PrimaryActorTick.bCanEverTick = true;    
}

void AISocketActor::BeginPlay()
{
	Super::BeginPlay();    	
}

void AISocketActor::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );    
}

void AISocketActor::ConnectToHost( )
{
    Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->
        CreateSocket(NAME_Stream, TEXT("default"), false);

    if( Socket )
    {
        FString address = TEXT("127.0.0.1");
        int32 port = 444;
        FIPv4Address ip;
        FIPv4Address::Parse(address, ip);
        
        TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
        addr->SetIp(ip.Value);
        addr->SetPort(port);
        bConnected = Socket->Connect(*addr);
    }
}

void AISocketActor::SendMessage( FString Message )
{
    if( bConnected )
    {
        TCHAR *serializedChar = Message.GetCharArray().GetData();
        int32 size = FCString::Strlen(serializedChar);
        int32 sent = 0;
        
        Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
    }
}

I am then connecting to a local “server”, the code for that is here:

[WindowsMultiChatClient/Server at master · Vawx/WindowsMultiChatClient · GitHub][1]

Finally, this is what happens when I connect:

![)

Can you give me anymore information on your issue? Maybe I can help further.

Thanks.