Low Entry Plugins

I have no idea when you can expect the 4.12 versions to be available on the marketplace. It’s not in my control. All I can do is send the updated code to Epic and hope they’ll put it live soon, the rest is Epic’s responsibility.

The Socket Connection plugin works like this when it comes to buffers: there is a 5 MB (megabyte) receive buffer, and an unlimited send buffer.
This means that you can maximally receive 5 MB per frame (because during Tick the buffer is emptied), this means that with 10 FPS you can maximally receive 50 MB/sec, 60 FPS gives you a max of 300 MB/sec.
This buffer can’t overflow, because TCP (the protocol it uses) sends packets to the sender about how much space it still has in the receiving buffer. When the receiving buffer is running out of space, the sender will halt sending data until more space becomes available.

Also, know that with ‘buffer’ I mean the internal buffer, in other words, the cached bytes per frame. During each frame the received data will be placed in an UE4 bytes array where it will remain until the full packet is sent, then this bytes array will be given to you in blueprint.
So having a receive buffer of 5 MB doesn’t mean you are limited to 5 MB packets. You can for example send 50 MB packets as well if you would want to, there is no maximum to the size of the packets you can possibly send. The 5 MB only refers to the maximum amount of data per frame that can be received, not per packet or anything else.

Anyway, the same pretty much counts for Java. Each client has a receive buffer, which can’t overflow. When listen() is being called on the server, it will go through all client buffers and read the data out of it.

The Java source code is already available.
The JAR (which contains the source as well) can be found here: http://public…com/#files/LowEntryUE4/java
The code repository can be found here: http://internal…com:5000/Applications/Plugins/Java/LowEntryUE4