Please post to https://github.com//socketio-client-ue4/issues with a detailed example of how you tried to make it work (steps to reproduce)
Please post to https://github.com//socketio-client-ue4/issues with detailed steps to reproduce problem (make sure to mention platform, unreal engine version)
Im getting a recurrent crash editor error
LoginId:b469cbc2485f20c770183eb29b6e410f
EpicAccountId:781110064ffc457490880198fded0eed
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 212] Ran out of memory allocating 4756927107475439671 bytes with alignment 0
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_SocketIOLib!std::_Allocate<16,std::_Default_allocate_traits,0>() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702\INCLUDE\xmemory0:175]
UE4Editor_SocketIOLib!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign() [C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702\INCLUDE\xstring:2735]
UE4Editor_SocketIOLib!sio::client_impl::connect() [C:\Projects\SwordCombatIO\Plugins\socketio-client-ue4\Source\SocketIOLib\Private\internal\sio_client_impl.cpp:119]
UE4Editor_SocketIOClient!<lambda_a9456e606c7f11acadc7b16ed18ccf60>::operator()() [C:\Projects\SwordCombatIO\Plugins\socketio-client-ue4\Source\SocketIOClient\Private\SocketIONative.cpp:59]
UE4Editor_CoreUtility!SetPromise<void>() [D:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Async\Async.h:59]
UE4Editor_CoreUtility!TAsyncRunnable<void>::Run() [D:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\Core\Public\Async\Async.h:425]
Got any context/ blueprints that cause that?
When im testing the game i have two users connected. Then they start to connect and disconnect every time by no reason.
Then i close PIE, and when i try to play again and the connection hangs and the editor crashes
https://i.imgur.com/1tnxlXN.png
Thanks for the context, seems related to: https://github.com//socketio-client-ue4/issues/126 Iām still chasing down the root cause of it.
Try an earlier release e.g.: https://github.com//socketio-client-ue4/releases/tag/0.10.0 which doesnāt have the issue and let me know if it works. Iāve added a 4.22 version, but keep in mind that v0.10 only works on windows/linux
Im working with mobile in mind, so i am going to wait for the fix . By the way have you considered using socket as singleton instead//additionally to component?
If you want to use something not inheriting a uobject or wish to control itās life cycle, consider using the c++ base class FSocketIONative https://github.com//socketio-client-ue4#c-fsocketionative, Itās still uses ue4 native types so the mental leap shouldnāt be that hard. The USocketIOClientComponent uses this class under the hood and you can look into that class for example implementation.
That said Iāve seen some pings for people wanting to spawn a UObject type in blueprints, maybe expose a singleton to create a component without attachment? Iād be wary to complicate the UX too much though. Iād generally recommend dropping an actor into the world with the component and forwarding your reference to the component elsewhere. Or if youāre loading levels, use level streaming with a top level that is permanently loaded.
Thanks for your plugin.
I connect to my own server using ip address like:http://0.0.0.0:0
And it worked in windows.
In the case of IOS platform,though I check the āAllow web connection to non-https websitesā,it doesnt work.Could you please give me some advise to solve the problem.Thanks.
thank you im going to try it
Due to popular demand Iāve now added a way to statically construct a component correctly which should work largely anywhere, documentation for the new feature can be found here: https://github.com//socketio-ā¦ient-component
The early release for this is available here: https://github.com//socketio-client-ue4/releases/tag/v1.1.0e(1.0.11)
It will also land in a stable release with other bugfixes later as 1.1.0.
This is amazing.Handle it from the Gameinstance was exactly what i was looking for! great job
Dear Folks,
unknowing if there is any information about it already (I found none), I post here in desperation for help
Right now I have a setup working with the plugin between two unreal projects to transmit data (pictures as binary, text and number information as jsonā¦). But it wont emit data that seems bigger than only a bit of text. And also it does not work if I repeatedly emit smaller things.
This is my setup to transmit images I collect. The image itself works great with the same setup without a loop.
But when I try this, I can see in the server console that it sends 2 or 3 times and then disconnects the client.
After that I have a ghost client that connects and disconnects. With other data I had the problem, that the ghost client kept reconnecting, even if I closed Unreal (it somehow kept a process running in the background with 20% CPU usage, and multiplied itselfā¦)
At this Point I just have no idea where to start since I have no Idea what and where the Error comes from. Do I need to make another setting in the plugin? I use the node server that came with the chat server example, is that wrong?
I really appreciate any help or wink in the right direction!!
best
Luk
About the ghost client. do you have the connect options as automatic?
you use gamemode Begin and End? also looks like scooped connections has some issues.
https://snag.gy/SJHdKC.jpg
I suspect it has to do with the standalone asio having some bug in the earlier v1.11 that is used in plugin v1.0. An early test inside https://github.com//socketio-client-ue4/tree/issue-126 which upgraded asio (to v1.13) seems to work with large data again (Iāve been testing it with raw audio binaries interwoven). If you want to try the unstable build, pull from issue-126 branch and compile. Iāll be merging the potential fix into a stable build when I finally address issue-126 (reconnection cycle problem).
I made a change. When i stop the PIE while is emiting on update the editor crashes
added this line
if (!NativeClient.IsValid())return;
Hello!
I canāt connect to server. Event ConnectionProblem is happened, but event Connect (or Disconnect) isnāt. Actor with SocketIOClient Component place at level, server is ok too, I suppose. How can I to find out reason of this problem? What can I do?
http://prntscr.com/ow3b5j
Thanks for help.
Nice! Likely only possible with statically allocated components, but this is a good catch. Open a pull request on https://github.com//socketio-client-ue4 with the change and Iāll merge it in
Uhm i donāt know how to do that
If youāre willing to try something new, check out Creating a pull request - GitHub Docs to learn how to make a pull request.
The basics:
- Fork the repository so you get a local copy.
- Make the code change and commit to your local fork
- Open a pull request with the change to the main repository and Iāll merge it in