Thanks!
Hi , we still couldnāt find any solution to make Socket Plugin work with iOS devices. There is no documentation about this issue on the internet. We switched to HTTP protocol permanently but we want to use it when a solution is found for this.
Hmm thatās very annoying.
Iām at 95% of my game and everything goes through sockets. Iām currently setting up a mac (hackintosh) to be able to test the mac and iOS exports, hopefully Iāll be able find out what exactly is going wrong.
To be continued I suppose.
Hi thereā¦
Iām using your http plugin for sending/receiving data from a remote server for an Android game. We decided to secure the apis and started using Letās Encyrpt.
However, https connections result in failure on device. Here is the error from logs:
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:920]-8214004]LogHttp:Warning: 0xcc6c0080: request failed, libcurl error: 60 (Error)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:920]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 4 (TLSv1.2 (OUT), TLS handshake, Client hello (1):)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:921]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 5 (TLSv1.2 (IN), TLS handshake, Server hello (2):)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:921]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 6 (TLSv1.2 (IN), TLS handshake, Certificate (11):)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:921]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 7 (TLSv1.2 (OUT), TLS alert, Server hello (2):)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:922]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 8 (SSL certificate problem: unable to get local issuer certificate)
11-26 19:56:58.911 32721 32736 D UE4 : [2016.11.26-17.56.58:922]-8214004]LogHttp:Warning: 0xcc6c0080: libcurl info message cache 9 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
It seems that curl is unable to accept the certificate issuer. The same is happening with any other certificate authority. Got any ideas on how to solve this problem and use https?
This all happens internally, in the engine code.
Itās probably best to open a bug report for this on the UE4 Answerhub.
Thanks for Plugin.
Can we use it to read a txt. data from Android (Samsung).
I manage to read a data from PC with Get Directory Path C:\ .
But for Android not.
Any help?
Thanks
Can you post a screenshot of the blueprint code?
Ah I see, Android has protected applications from reading and writing certain files and folders. I think you need to root your phone to lift that protection.
Because of that, itās better to stay in the folder the Unreal Engine chooses (which means, you shouldnāt do ā¦/ etc).
Windows doesnāt usually have this problem, unless you perhaps try to go to C:/Windows, but then it will probably open an UAC administrative popup (not certain about this though, I havenāt tried this).
Generally speaking, no matter what OS youāre on, itās best to stay in the folder the Unreal Engine chooses.
In your blueprint code youāve tried to get a folder called āfile:/ā, which canāt exist, so that would always fail. Could you try Get Data with āfile://Left.pngā (low level blueprints)?
Also, if you do: [Get Root -> Get File ātest.txtā -> Set Data], does [Get Root -> Get File ātest.txtā -> Exists] return true then?
I manage to read PNG. but not TXT.
maybe is general problem with TXT. files
Also no success with getRoot:
any more ideas
thanks
ps What I want to get is to read some text from android. It can be array also. Do you have another way/format in mind?
Maybe is txt wrong approach.
thanks
Itās probably because the TXT doesnāt exist, have you tried Set Data to create it?
To store an array you could just save a comma seperated list like a,b,c.
For anything more complex, itās probably best to use JSON.
I manage it like this:
Set Data with some test.txt to create a folder in /UE4Game/ProjectName/Data/test.txt
Then I need to start a game and close it. Folder and file is created /UE4Game/ProjectName/Data/test.txt
Now I can manually copy here a txt. files and read it in blueprint.
Thanks a lot .
ps Next step is to a download a files from server and read it in game.
@ Is it possible to add something to get device name on Android and perhaps some basic system specs on PC, all in BP? Iād like to be able to see (I donāt even know if itās possible) if the phone is Galaxy S6 or S7 (or S8 when itās out) and set some quality settings to achieve better performance or better visuals. On PC I could create some profiles based on GPU/CPU vendor and amount of VRAM/RAM and have predefined quality settings.
Also wondering if you are contemplating making save/load system plugin for PC/Android and potentially consoles, saving all kind of stuff, including physics and multiplayer (Iād buy it for single player initially as I donāt work on MP yet)? I know of 2 systems - one is utterly broken with 4.14 (and that makes me question the architecture of it) and another one is for PC only. Iād gladly buy your save/load system on the Marketplace (or outside of it)! :o
I think getting the device name etc wouldnāt be a problem, Iām not certain whether you can get the exact specs, but you could estimate that with the device name I suppose.
About the save/load system, donāt you have savegames in UE4 already? If you want to save locations for objects etc, couldnāt you just loop through all Actors and save their location and rotation?
What did the other systems have that this method doesnāt have?
That I donāt know. I doubt you can easily save/load games with stock UE4. If it was the case, no one would create save/load system plugins.
Iād certainly went with Ramaās system, but itās Windows only. Another save system works everywhere and I was about to purchase it, but itās still broken with 4.14, so I am kinda hesitant getting it at this point. So, there is a good opportunity to make another system that works on all platforms and has solid design that doesnāt break from release to release
I think Ramaās plugin actually supports all platforms, he just didnāt tell Epic to publish it for every platform.
80 bucks for a plugin though, damm, maybe Iāll make my own version as well
I would probably just convert all the data to bytes, and then let the user determine themselves where and how they want to save it, whether itās online, or in a file, etc.
Currently Iām a bit busy though (first I got to finish a plugin, then implement UDP support in my socket plugin/library), so it will take some time before I can give this a try.
So yeah, to be continued.
Edit: oops, double post
There was an update to the ESL today and one to the Socket Connection plugin the other day (I think).
I believe that the Socket update broke our gameās connection to the Java server. It does not print out the Start Receiving Message notification. The game connects and immediately disconnects.
We havenāt touched our connection and packet code in some time.
I am in the process of uninstalling and reinstalling the plugin to see if the problem persists.
Edit: Just finished the re-install and stepping through the nodes. The Send Function Call node either hangs or returns false. The Server Connection (Target) and Packet (bytes) are valid.
Any suggestions?