The player pawn pin wasn’t even needed. Here’s a screenshot of the blueprint:
The blueprint works just like any other blueprint, at runtime, whenever you call it, etc.
The player pawn pin wasn’t even needed. Here’s a screenshot of the blueprint:
The blueprint works just like any other blueprint, at runtime, whenever you call it, etc.
Cool, sounds easy!
Btw, sent you a PM.
Hi Low Entry, after updating both plugin and the project from 4.12.5 to 4.13.1, Connect node started to cause a crash. It always crashes the game.
I’ve had that too with host ::1, but localhost works fine.
The crash I got was caused by engine code.
What host/port are you using? On what platform/OS?
Could you also post the crash report?
After updating to 4.13.1, our game also crashes when trying to play in editor, and the socket plugin is mentioned in the report:
Access violation - code c0000005 (first/second chance not available)
UE4Editor_LowEntrySocketConnection!ULowEntrySocketConnectionListenerCode::Connect() [d:\buildfarm\buildmachine_++portal+main\localbuilds\plugintemp\hostproject\plugins\lowentrysocketconnection\source\lowentrysocketconnection\private\classes\lowentrysocketconnectionlistenercode.cpp:119]
UE4Editor_LowEntrySocketConnection!FLowEntrySocketConnectionListenerAction::UpdateOperation() [d:\buildfarm\buildmachine_++portal+main\localbuilds\plugintemp\hostproject\plugins\lowentrysocketconnection\source\lowentrysocketconnection\public\classes\flowentrysocketconnectionlisteneraction.h:110]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:144]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:82]
UE4Editor_Engine!AActor::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:846]
UE4Editor_Engine!APlayerController::TickActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:3982]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:112]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:251]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:520]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1429]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:706]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1275]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1408]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
According to the error, these are the lines that cause it:
TSharedRef<FInternetAddr> Address = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
Address->SetIp(IpAddress);
which means that the entire socket functionality wouldn’t work.
I don’t think this is expected behavior, except perhaps if IPv6 isn’t supported yet and you’re using an IPv6 IP.
What IP are you using? Is it a IPv6 IP?
Also, what Platform/OS are you using?
The crash occurs immediately when I try to play the game in the editor.
The server is on our network and the address is IPv4. When the game launches, it tries to load data, so I presume that’s where it crashes.
All was fine in 4.13.0. If the java server wasn’t running, the game continued without a hickup.
Hm, let me try something, see if it makes a difference.
Expect a new version of the plugin to be available soon.
My problem appears to be the same as @ .
If I break the link to the Connect node, the game will run.
I removed libraries and recompiled them by myself, and problem is fixed.
Ah thanks for letting me know. I expected that to be it, since weird things like this have happened before with different plugins, and in almost every case it turned out that the build was just bad and that it simply needed to be rebuild and republished.
I’ve send some minor changes to Epic, which will cause them to rebuild and republish this plugin, which will hopefully fix the crashing for everyone.
Could you possibly post a brief outline of the procedure required to do this?
Install Visual Studio 2015 if you haven’t got.
Move affected plugin from …/Epic Games/4.13/Engine/Plugins/Marketplace/ to …/YourProjectFolder/Plugins(create this folder if doesn’t exist)/
Remove binaries and indermediate folders inside the plugin
Open/restart Unreal Engine to get it compiled.
Hope this helps!
Thanks!
This looks like something I could manage.
The update for this plugin should be available on the marketplace now.
Can anyone confirm the problems you were having have been fixed in the latest version?
I just downloaded the update and deleted my compiled plugin (made as per SalihBalkan), but the game crashed immediately on launch, so the problem remains, at least for me
I’m investigating this further.
I’ve also notified Epic of this.
Hopefully the problem will be fixed soon.
Update:
Ok, I think I know what causes the problem.
Epic usually builds plugins against the base version (in this case 4.13.0) of the engine.
They have just rebuild it again using 4.13.0. Could anyone please check if the crashing still happens with the rebuild?
If it does, I have to let them know, and then they’ll rebuild the plugin with 4.13.1, which should fix the crashing.
Update 2:
They are now rebuilding it against 4.13.1, hopefully that will fix the crashing.
Hi. I’m definitely going to start digging into your plugins, as I think they are very valuable to the integration community (we are engineers who integrate platforms with other platforms…). In my case, I am an industrial engineer looking for better ways to use your visualizations (in Unreal) to help run factory machinery. I hope your TCP plugin will help me with some of my analog process control. I watched your video, so I can tell that it is not fast enough for deterministic control of process (which means to move a valve smoothly), but it is DEFINITELY good enough to do basic human-machine-interfacing, which is so important in my industry, we actually have an acronym for it: HMI. So, please, let me know if I can help enhance your products, or if you can give me a bit more help in using your software. I am only just now getting into TCP Server/listener/client style stuff, as my day has me bouncing around in different languages and hardware interfaces all the time. Would LOVE to hear back… peace
Feel free to email at pjschieck@aol.com. I don’t know if the moderator is okay with the email post, so delete if you must, Mr. Moderator.
Awesome that you can find a use for the plugins!
If you ever have any questions or want things better explained, let me know.
Hi ,
I cannot connect to the socket server with the same setup that I can connect via Win64 or Android. Connect node always returns false. Have you ever tested this with iOS? Are there any specific things that I should do to use this plugin in iOS, permissions etc?
Someone else had a similar problem here: This code doesn't work on ios platform. Why? - C++ - Epic Developer Community Forums