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How to disable networking features *of UE4* on windows?

Hi, Whenever I execute my packaged game in a new PC windows rise this firewall dialog. How I can disable network communication if my game is offline single player and doesn't need it?

NOTE: I'm not talking about my computer setup. I was asking for disabling the features inside the engine. So any time my game is installed in a user computer it should not rise that unnecessary system dialog, when I'm not using any networking feature. alt text

Regards, piX

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asked Dec 17 '14 at 03:24 AM in Packaging & Deployment

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piXelicidio
699 32 37 151

avatar image sloppyjava May 09 '15 at 06:03 PM

I would like to know this as well. Not only for the end user, but every time i test a concept, i have more firewall rules.. it's getting messy in there.

avatar image Isaac Nichols May 17 '15 at 02:32 AM

I thirded that. I'm have some people testing my single player game and there like why do I need this.

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2 answers: sort voted first

I had same problem on UE4.10.2. I read that it's ok if packaged with "shipping" on another thread but not.
Then I found the cause. That is SlateRemote plugin.

(if you googled and came here and care about this matter, it's better to check
Edit>ProjectSetting>End-UserSettings. I don't know when it will send anonymous data,
but soon or later it causes end-users to have suspicious I think.)

alt text

slateremote.png (156.8 kB)
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answered Jan 21 '16 at 05:56 PM

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ChichigeBobo
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I managed to remove at least some of them by simply disabling the initialization functions. I haven't really tested it, but the compiled game binary seemed to work fine.

Here's a patch of the changes I made on top of commit ec89afdca643efec6aaa1badc5b2b07df27eaec3 on the release branch.

 From a4c0117412df460530c3de11db754863a0dfd43c Mon Sep 17 00:00:00 2001
 From: seece <seece@iki.fi>
 Date: Fri, 31 Jul 2015 18:05:37 +0300
 Subject: [PATCH] Disable networking
 
 ---
  Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp        | 1 +
  Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp | 1 +
  2 files changed, 2 insertions(+)
 
 diff --git a/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp b/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
 index 645a2c3..999d4e7 100644
 --- a/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
 +++ b/Engine/Source/Runtime/Online/HTTP/Private/Windows/HttpWinInet.cpp
 @@ -252,6 +252,7 @@ bool FWinInetConnection::InitConnection()
      ShutdownConnection();
  
      UE_LOG(LogHttp, Log, TEXT("Initializing WinInet connection"));
 +    return false;
  
      // Check and log the connected state so we can report early errors.
      ::DWORD ConnectedFlags;
 diff --git a/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp b/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
 index 2f52869..f480f3d 100644
 --- a/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
 +++ b/Engine/Source/Runtime/Sockets/Private/Windows/SocketSubsystemWindows.cpp
 @@ -107,6 +107,7 @@ FSocket* FSocketSubsystemWindows::CreateSocket(const FName& SocketType, const FS
  bool FSocketSubsystemWindows::Init(FString& Error)
  {
      bool bSuccess = false;
 +    return false;
  
      if (bTriedToInit == false)
      {
 -- 
 1.9.5.msysgit.0
 
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answered Jul 31 '15 at 03:03 PM

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cce
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