Knowing Unreal, if a major release is released (like now with the 4.12), it can take several weeks up to a month before all packages in the marketplace are updated! I had a similar experience with something I bought on the marketplace just when 4.11 came public and it took a month (the package owner was nearly desperate as a lot of his customers couldn’t laugh with that, but he couldn’t help it at all !) … … every major release is of course a serious load on resources for Unreal …
Good to know it is TCP. So, I will have to do the load balancing on the java side. As I will use an actor system like akka in Java and can end up with many simultaneous requests. I will have to make a Que at the Java side.
I presume the 5MB limit is defined by the code you are using from Epic and no modifications can be made to it? In that case, if I need to go over the 5 MB/frame limit, I can open diverse sockets (on same IP for instance) but on different ports and handle this like with UDP packages (self handle the re-assembling and order of the received packages) ? Is that correct ? And just for all clarity, is there a (coded) limit on the number of sockets in UE that can run simultaneous ? I have done socket programming before and know that it is easy to stall a program when using too many of them, but just to be informed.
Another question : How are time-outs, errors and broken connections handled on UE side ?
Thanks for the background info, that will help to advance faster !
Cheers,
Geert