So the FSocket is public and this is inside a UObject.
Inside my BeginPlay function (in the gamemode) I create a new instance of UClient.
if (Client)
return;
Client = ConstructObject<UClient>(UClient::StaticClass());
if (Client->Init())
Client->SendHighScores();
My Server captures the high score test.
However, if I call this method (SendHighScores) anywhere else in the game mode I get the error unable to read memory.
Computer scientists, and those who understand pointers more than me, share some knowledge?