I haven’t tested this on IOS or Mac no, I expected the internal socket functionality to work in exactly the same way.
Apparently this is not the case.
I will try to find out what causes this.
The linked thread sadly doesn’t have a solution yet, but it did give me some ideas though.
Do you by any chance know if it works on Macs or not?
If it’s just on IOS, it might be a permission or certificates problem.
It is crashing at Mac. We have to recompile the code ourselves but this device is too slow(regular Apple marketing politics).
In iOS it just doesn’t connect. I’ve read on the Internet that we need to add .server permission to the game but there is no documentary about adding entitlements to ios games in Unreal. I think Epic Games never tried to add new sandbox permissions to a game, looks like they didn’t care this issue a lot.
We disabled login system in iOS and we are fine with this at this state. I think Apple is the one that should learn that things must be easier for developers. I guess they think that they will become unique by adding complex ways to just add a permission.
Would it be possible to add BP node to turn on/off flashlight on Android/iPhone ? (and maybe another one to check if flashlight is on)
Also wondering if it’s possible (unless UE4 already has that out of the box), to check if mic on the phone gets input (like if player makes some audible sounds or if player is being quiet) ?
There were some talks on Discord in #ue-ai channel about using EQS as scoring method for AI that can be used for any number of things, especially deciding attacks (based on distance I guess and whatnot). I asked why EQS can’t be used out of the box and I was told that I wouldn’t be able to make my own tests, and it’s not possible to make new types (currently EQS will only generate actors or locations).
I am no AI pro (or even not a n00b), but it sound like something quite useful. If you know what on earth it’s all about, do you think you can add that extended functionality for EQS into LE Extended Standard Library ? (PC/Android)
Alternatively if you can add all kind of AI extended functionality into a standalone plugin, I’d buy that :o
I don’t think that will be possible, because it uses websockets, the HTTP Request plugin just makes HTTP Requests.
Maybe the build-in webbrowser in the UE4 works with it, but I doubt it will, since it lacks a lot of features.
The best thing to do is to record a piece of audio with UE4 and to then upload that to an API with the HTTP Request plugin, which will then retrieve the result from the API.
Recording audio in UE4 is also something that is not very easy to do either, and it is currently even impossible to do so with blueprint.
I would drop this idea/feature for now and wait till it becomes easier and more do-able with the UE4.
Maybe someone can help me. I bought the plug in because I wanted to write to file just a basic set of numbers delimited with commas but I can’t figure out how to convert the string to bytes, which look like the only output option. Can anyone help?
The updates have been sent to Epic, they just need to publish them to the marketplace.
I don’t know how long this will take, they are usually quite busy during new engine version releases, so it might take a couple of weeks worst case scenario.