Yay! Could you please ping us when Epic props the update ?
Sure.
I can see that theyâve downloaded the updated code yesterday (2016-06-20), so it probably wonât take long from now.
Hi , in Socket Plugin, how can I pass a value with âCreate Socket Connectionâ node, from UE4 client to Java server, while connecting?
I want to verify logins via token key. If token key is not valid, user will be immediately kicked from Java server. How can I achieve this?
Ehm, what?
You canât send data while connecting, because there is no connection yet.
If you want to have a login system, you should do that with Send Message, Send Function Call, or Send Latent Function Call blueprints.
On the server side you probably want to make some sort of timeout functionality, meaning that clients who havenât send their login data within 10 seconds will be kicked from the server.
Epic has updated the Extended Standard Library.
Thanks !!!
Is it possible to add AI Perception nodes (and maybe some other AI stuff that isnât exposed to BP) from (39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint Visual Scripting - Unreal Engine Forums to Low Entry plugin? (since original plugin is Windows only, itâs really limiting) ?
Sure, shouldnât be too hard to do.
Edit: They are done, Iâll notify Epic so theyâll update the marketplace version again.
Aww, sweet! Thanks a bunch!
Btw, I donât see .so files in the pluginâs binaries. I thought Android platform is supported
Hi ,
I made it that way and works fine right now.
But new problem is, I canât connect to the server with 2G(Edge) connection. I think it doesnât wait enough for the handshake. Is there something like a float parameter in the C++ code that can extend the time out?
Android should be supported, the source code version compiles just fine with Android.
Iâll try to find out whatâs wrong.
-to be continued-
Update: I donât really get what you mean, Iâve created a UE4 project and installed the Extended Standard Library into it, and it successfully packaged to Android.
Hm thatâs weird, the handshaking should only consist of a couple of bytes, less than a single kilobyte for certain.
It will only disconnect if the handshaking process takes longer than 30 seconds.
So that would mean the connection is worse than 1 KB / 30 sec or 0.0333 KB/sec.
I think the problem lies elsewhere, like for example not allowing remote connections, or trying to connect to âlocalhostâ on your phone.
<does happy dance>
Making progress!
Inventory -> Java Server -> MySQL
Is there an example of sending a message back to the Send Function Call node? My data is getting through but I get false back from the node (function call failed.)
Is there any data on the number of simultaneous connections that the example java server can support?
Awesome!
In the LowEntryUE4 jar you can find examples, including examples for this.
However, sending a message back to a Send Function Call node should be as simple as just returning the bytes you want to send back.
If the Function Call returns false, itâs probably because there is no connection (or the connection broke).
When it comes to connections, Iâve tried 5000 connections at once, and it worked just fine, the server could easily handle it.
It couldnât try more than this, because apparently each (Windows) computer can only have a certain amount of outgoing connections.
I did just found this which I might try later: java - Socket Bind Error - Stack Overflow
Cool. I found what I needed in the code that you posted on the second page of this thread. I just send back a string.
5000 is more than plenty. I donât actually expect to have more than 150 simultaneous connections to my Unreal server, but itâs great to learn that the socket server can handle so many.
Alright, having issue with 4.12.3
I worked with 4.11 when I installed Extended Standard Library. Now I finally installed 4.12.3 and converted my 4.11 project into 4.12. When I opened it, I was asked to installed Extended Standard Library for 4.12. I said âokâ and launcher went to marketplace page just to say Ooops, page not found.
If I try installing it manually, the only available engine option I see is 4.10
I saw the exact same behavior a couple of weeks ago. I managed to sort my problem out with a hack.
If you click no to the popup dialogue, will your project open and if so can you access the nodes of the ESL?
I noticed the MarketplaceURLs in the plugins .uplugin file are no longer valid, Iâll notify Epic of this to fix this issue.
I donât know why the plugin for 4.12 is not showing up for you, it might be caused by the auto install not working correctly.
If you restart the Epic Games Launcher, and then try to manually install the plugin, does it show up then?
Even after restarting launcher, I am only being shown 4.10 as the only available slot for installation of the plugin. If I could manually download pre-built plugin for 4.12.3 and drop it into Plugins/ then I could tell you if it works or doesnât. Otherwise I canât really do anything else.
I can try moving plugin from 4.11 and see if anything changes when there is no version installed.
Alright, regardless of what I choose when the pop-up shows up, I donât see 4.12 version. If I remove (manually, as there is no uninstall option) it, restart launcher, and try installing it again, I still only see 4.10 as the only available option (I have 4.10, 4.11 and 4.12 engines installed).
Is there an offline archive I can download and extract into 4.12 manually ?
Another major issue now is that even though I removed plugin from 4.11, loading my project in 4.12 still says project uses the plugin, where in reality I never added a single node from it. How do I get a rid of it for good, until either manual download is available or Marketplace is fixed ?