Low Entry Plugins

Yeah that was correct, and I think it should have returned true (didn’t test this yet, but I’m fairly certain).

Anyway, I’ll dig into the code and test some things out, I’ll let you know when I know more about this.

Ok so I found that if you put a breakpoint to line 67 “if(SocketConnection->IsConnectionMade())” of file LowEntrySocketConnectionListenerCode.cpp
it would catch and stop at this breakpoint after Connect node called
then you disable this breakpoint and press continue within 15 seconds
the client would connect without fail

obviously it calls IsConnectionMade() prematurely and it returns false

I think you should look in this direction

Ah thanks, that helps a lot.

Edit: I think I’ve finally fixed the problem. I’ve also found some problems in the HTML5 socket code, so I’ll fix that as well. After that, I’ll send the update to Epic.

Hi ,

I am still having the connection issue.

I rented a dedicated server from another country(from Germany), and now I can never connect even with fiber cable.

Socket server is like not usefull at all now.

...:7780** Please try to connect this address. It should immediately send this message inside clientConnected():

But it waits for 15 seconds with Firefox browser, then prints the text above. UE4 client doesn’t even wait for 1 second and receives nothing, it directly returns false.

Absolutely there is a bug on the Java server or UE4 plugin. Have you ever tested this with 53 ms of ping? Latency is 53ms but it can’t connect. It wants faster connection ://///////

We couldn’t start tests because of this bug.

edit: I restarted the server.

There is/was a bug in the UE4 client socket code. I thought the socket connect function was blocking, but it wasn’t. Because of this, the connect blueprint only waited one frame, which was wrong, because connecting can take several frames. Because of this, connecting would fail if the latency was above a certain number.

This bug has been fixed and has been sent to Epic.

Thanks for the fix! :slight_smile: By the way your plugins are great and codes are very clean.

I worked this around by setting fps and it is working right now :slight_smile: Will wait for the update.

@

This person is having issues with Get Volume node: [Gear VR] How to do the required volume UI? - XR Development - Epic Developer Community Forums

I haven’t gotten to audio yet, so I haven’t tried that node. It would be nice to see proper workflow (unless the guy is doing something totally wrong) ahead of time :o

Thanks

He is using the node that gets the sound volume from a sound class.

If he wants to get the sound volume of his android system, he needs to use the “Get Current System Volume (Percentages)” node.

Thanks for your plugin :slight_smile:

About the BP “Get System Volume” I have seen it in UE4.12.5 version, but not in 4.11.2… is it normal or I’m doing something wrong? :confused:

The node should work for 4.11 as well, but I think Epic only releases plugin updates for the latest engine version, so that could explain it.

You could always use the source code to make it work in 4.11 as well, and when you’re upgrading to 4.12 (or 4.13 when that arrives), you could just remove the plugin source code and replace it with the pre-build version of the marketplace.

The latest version of the socket connection plugin has become available on the marketplace. The Connect blueprint should now work as expected, and when exported to HTML5 it should be a lot less buggy now as well.

Thank you
It works perfectly now
Your plugin is like a Holy Grail for me :smiley:

Thanks !! now its working!. I used the source code, as you said.

@

hi there… i’ve got a problem with json plugin. (wrote to LE Json in Code Plugins - UE Marketplace as well, and got an answer).
the problem occures if json plugin is also used from c++ code. emcc cannot compile because of linker failure.

i’ve created and example project using the plugin in c++ (an actor class) for testing: https://s3.amazonaws.com/emr-test-content/EmptyProject.zip

Are you using 4.12? A lot of people have problems with HTML5 + 4.12.

Can you try doing the same in 4.11 and see if you get any errors then?

hmm… i cannot return back to 4.11 as project is all moved to 4.12 :frowning:
i had my own json solution but yours is fully compliant and… well… easier to use :slight_smile:

i am not having any other problems with html export (i solved most common ones, shared the solutions on answerhub)

i am not in a hurry, as we won’t be publishing to html5 for a few months. maybe UE or you will be able to solve the problem till then.

I hope it will be fixed by then indeed.

UE4 in HTML5 is still quite experimental currently, I hope it will become more mature in the next couple of months.

I am wondering if it’s possible to add some nodes to be able to get accelerometer data. I need to have a pedometer-like functionality, but for walking in place (for simplicity sake, just count steps and print them in a step counter).

Anyway, isn’t the GPS location more useful when making a step counter?

Ah, thanks!

No, because it’s for walking in place. Basically I’d like to try moving player with each step forward and see if it works for mobile VR.