Message Bus - How to communicate with other UE4 projects

If you run the Editor as a game (i.e. when doing Standalone PIE) you’ll also have to set it. The check is in FUdpMessagingModule::SupportsNetworkedTransport(). There has been a regression recently, and depending on which version you’re using, the logic may differ. The latest version is:



	bool SupportsNetworkedTransport() const
	{
		// disallow unsupported platforms
		if (!FPlatformMisc::SupportsMessaging())
		{
			return false;
		}

		// single thread support not implemented yet
		if (!FPlatformProcess::SupportsMultithreading())
		{
			return false;
		}

		// always allow in standalone Slate applications
		if (!FApp::IsGame() && !IsRunningCommandlet())
		{
			return true;
		}

		// otherwise only allow if explicitly desired
		return FParse::Param(FCommandLine::Get(), TEXT("Messaging"));
	}


Like I said, I hope to get rid of this at some point, but for now we don’t want the UDP transport to be turned on everywhere, because it still has some issues.