Just unzip it in “Epic Games\4.12\Engine\Plugins\Marketplace” so you’ll get “Epic Games\4.12\Engine\Plugins\Marketplace\LowEntryExtStdLib\LowEntryExtStdLib.uplugin”
(If the “Marketplace” directory doesn’t yet exist, you’ll just have to create the directory yourself.)
To disable a plugin in your project, open your projects .uproject file with notepad and disable or remove the plugins listed there.
I have not, sorry. I figured since you are in direct contact with Epic it should be resolved quicker if you report it to them. If I need to post it on Answer Hub, I will. Please let me know.
It’s probably best if you post it on the answerhub, since this is more or less an Epic Games Launcher problem in which I can’t really make much difference.
Btw, any plans for a new plugin (paid probably) that exposes Steamworks to BP ? (extra stuff that Epic never gotten around to expose)
There is also a bug in how Leaderboard’s score gets propped to Steam servers (and solution that requires full source rebuild), but I am not sure if it’s possible to provide fix in a plugin (I kept my fingers crossed for it to be fixed on 4.12, but oh well).
Currently I don’t really have any plans for plugins anymore.
I don’t use the steamworks API (because it limits you to desktop+steam), so I don’t really know what blueprints you would need to make that work. Besides that, because it is so often talked about on the forums lately, I have a gut feeling Epic is already working on this.
I did have ideas of making the Web Browser widget more capable, especially when it comes to popups. I actually got it to work already, but it doesn’t work for every kind of popup. Like for example the popups that somehow got a connection with the page that opened the popup, those still don’t work. Because of this I kind of stopped working on it, and I’m just hoping Epic will make something similar but better before the time comes that I will actually need it.
So yeah, I’m now just working on my game, till I hit another roadblock and I have to make a plugin again
It will be somewhat similar to table top simulator, except that it will have game rules in place, plus casual and ranked matchmaking.
The majority of the functionality is done, I just need to make payments possible (was thinking about an offerwall or something similar), and I still need to improve the UI by quite a lot. Besides that, I might add a couple more games as well, currently it only contains chess and checkers.
I don’t have a website for it yet, I’m currently just focusing on getting the game finished.
“Connect” node doesn’t wait 30 seconds, but probably 30 miliseconds. This node is immediately giving false result from its “Success” output. There is no problem with H+ or Wifi network.
If it fails that quickly, it already knows it can’t connect, like for example by connecting to “localhost”, or by connecting to a server that didn’t accept the client (because the server doesn’t accept external clients for example).
It can connect with 3G or H network but with the same device while using 2G, it can’t connect.
I used 443 port because 7780 is blocked by the GSM operators. I confirmed 443 port is allowed by using http://websocketstest.com/ in 2G network mode.
Meanwhile in java console:
Yes, there is no disconnection notification on the server console, it says it connected. But, on the phone-side, it returns false from Success output. I can’t send data if it is false.
I blocked simultaneous access to this macro but there is a warning printed if simultaneous access occurs but it never happened, problem is in elsewhere.
Wait, does it use WebSockets, with SSL for the handshake?
The WebSocket support the socket server has doesn’t support SSL, it’s a very basic implementation to just get HTML5 sockets to work.
But why would you use websockets on mobile? Doesn’t mobile support normal sockets as well?
Also, what if you change it to port 80?
Kinda weird by the way that only 2G doesn’t work, and that 3G etc does work. I don’t really know what the differences are between those, I’ll try to look up some information about it.
Edit:
Never mind about the websockets, I’m pretty certain it uses normal sockets, your part about websockets just threw me off
The connection problems seem to be caused by the differences between 2G and 3G. No idea what difference that might be, I’ll try to do some research.
I just tried to connect to my TCP server “95…:443” via Opera Mobile browser with both E(2G) and H+ and it returned the first message that is taken from TCP server, successfully:
It returned this in a “download” file. I opened it and I’ve seen that this message was written as expected.
Looks like problem is at the Unreal Engine plugins side. I can’t get any message from UE4 game on Android with Edge (including the one that I took via Opera Mobile).
Also, very rare, H+ network also fails to connect from UE4 game on Android. (Maybe it is choosing to connect with edge if H+ signal is not strong enough)
Night edit: Now it is 4 am in İstanbul, which is off-peak hours of the internet connection. Now I can connect at 1/10 of my attempts, via Edge with UE4 game on Android. But it doesn’t wait much, it connects when connection is just fast enough.
I tried but it is same. Servers sends the message but client doesn’t take it if Success output is fired as false. Also I can’t connect via H+ for a few hours.
The debugging code in the socket server functionality is done, I think that should already make things a lot clearer.
Download the latest jar here and put it in your project, then add SocketServer.setDebuggingEnabled(); to your code before you create your SocketServer.
Try to connect to your server when debugging is enabled and post the output here, maybe I’ll be able to find out what’s going wrong.
I would like to compliment the author on the quality and ease of use of the sockets plugin and the open source java server.
Once I had learned how and why everything worked, making use of it in our project proved as straightforward as I had hoped. Of the several Marketplace purchases that we have made, this has been by far the one with the least complications and the most gentle learning curve. This single plugin has likely saved us months of development time.
It is perfect for multiplayer data handling and I have no doubts but that it will prove equally useful for practically all of our other external communication needs.