Dear Community,
I am extremely new to understanding networking with UE4. I’m currently trying to make a Socket and just simply check if it exists(because I’m trying to communicate a .jar file to UE4 using the localhost)
// Called when the game starts or when spawned
void ANetworkActor::BeginPlay()
{
Super::BeginPlay();
FSocket *ListenerSocket;
ListenerSocket = FUdpSocketBuilder(TEXT("Derp")).BoundToAddress(FIPv4Address(127, 0, 0, 1)).BoundToPort(7000).Build();
if (!ListenerSocket)
{
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Black, "DOESNT EXIST");
}
else
{
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Black, "Listening");
}
}
As simple as this. Ironically it Outputs my DOESNT EXIST when i run this in game :/. Is there something I’m missing to TCP Socket Listening(Third party software? UE4 additional setup?)??