TCP Messaging issues to LocalHost

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?)??

:confused:

If you really need TCP connection look this tutorial, same tutorial on forum.

Open TCP connection:



ListenerSocket = CreateTCPConnectionListener(YourChosenSocketName,TheIP, ThePort);


I have tried this tutorial, but for some reason, it wont find/open the IP port. Getting no such luck :(. So I was simply just checking if i can open the port from that particular IP and it wont open.