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FSocket Connection breaks

I am using an Fsocket to receive data from a remote client. The socket is setup much the same way as in this example: https://wiki.unrealengine.com/TCP_Socket_Listener,_Receive_Binary_Data_From_an_IP/Port_Into_UE4,_(Full_Code_Sample)

I am now only testing over localhost/ and receiving data from a python script. The data is recieved when a user presses a key and the function TCPReceiveData, listed below, is called.

 TArray<uint8> ANetwork::TCPReceiveData(uint32 BytesToRead)
     if (!ConnectionSocket) {
         return TArray<uint8>();
     } else if ( ConnectionSocket == (FSocket*)0xdddddddddddddddd) {
         return TArray<uint8>();
     TArray<uint8> ReceivedData;
     FTimespan BlockTime(0, 0, 5); // block wait for 5 secs
     if ( ConnectionSocket->Wait(ESocketWaitConditions::WaitForRead, BlockTime )) {
         int32 Read = 0;
         ConnectionSocket->Recv(ReceivedData.GetData(), BytesToRead, Read);
     } else {
         return TArray<uint8>();
     if (ReceivedData.Num() <= 0) {
         return TArray<uint8>();
     return ReceivedData;

After reading from the socket anywhere between 10 and 50 times the connection breaks and it enters the following if statement:

 if ( ConnectionSocket == (FSocket*)0xdddddddddddddddd) {
         UE_LOG(LogTemp, Log, TEXT("ConnectionSocket == 0xdddddddd"));
         return TArray<uint8>();

And I cannot read from the socket anymore. This happens very unregularly and I cannot for the life of me figure out how to solve this

Product Version: UE 4.7
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asked Jul 23 '15 at 07:24 PM in C++ Programming

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It is possible that your Socket has been GC by the reflection system.

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answered May 11 '16 at 07:02 PM

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