Hey there,
I recently played with a re-post I found here:
I have a problem in understanding, how to use this line:
bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
I setup a listening TCP client very close to this one:
A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums,Receive_Binary_Data_From_an_IP/Port_Into_UE4,(Full_Code_Sample)
The sending was initially done via a small python script, which was working like a charm. Now trying to have an UE4 Scene sending via FSocket is sadly leading nowhere at the moment, since I found, that its implementation looks like this:
UE_4.15/Engine/Source/Runtime/Sockets/Private/Sockets.cpp like 19:
bool FSocket::Send(const uint8* Data, int32 Count, int32& BytesSent)
{
// NETWORK_PROFILER(GNetworkProfiler.TrackSocketSend(this,Data,BytesSent));
UE_LOG(LogSockets, Verbose, TEXT("Socket '%s' Send %i Bytes"), *SocketDescription, BytesSent );
return true;
}
So my code runs like it should, but without any logic actually sending my data anywhere, it will never work
Could anybody please give me a hint, how I can setup a TCP connection and SEND data, instead of just calling an empty method? Or is there an implementation somewhere else and I don’t see it? It looks like, there is something here, I completely don’t understand…