x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

TCP Server help needed

I want my UE4 application (on server) to send data via TCP to another computer (client). For now, let us have the client and server both be on localhost. IP: 127.0.0.1 Port 15000

I do NOT want to use an actor or pawn or something else - I want this to be in a separate class that I can use in a way like: myDataSender.send(data);

Now, I have seen Ramas tutorial and tried many others. I can get the socket to connect on the server and the client appears to connect. However, no data appears to be sent - although, I am not exactly sure how to test that other than by having a breakpoint on my client to see when data arrives.

Here is what I am doing in my UE4 server application:

.h

 class ImageDataSender
 {
 public:
     ImageDataSender();
     ~ImageDataSender();
 
 
     FSocket* TCPSocket;
     bool Connect(FIPv4Address ipAddress, int port);
     bool Send(const uint8 * data, int32 dataSize, int32 bytesSent);
 
     bool IsConnected();
 
 };

.cpp

 bool ImageDataSender::Connect(FIPv4Address ipAddress, int port) {
 
     TSharedRef<FInternetAddr> address = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
     address->SetIp(ipAddress.GetValue());
     address->SetPort(port);
 
     TCPSocket = FTcpSocketBuilder("ImageSocket")
         .AsNonBlocking()
         .AsReusable()
         .BoundToAddress(ipAddress.GetValue())
         //.Listening(8)//max number of connections allowed before refusing
         .BoundToPort(port);
          
     bool didConnect;
 
     if (TCPSocket) {
         UE_LOG(LogTemp, Warning, TEXT("Socket Created! Connecting to server..."));
         didConnect = TCPSocket->Connect(*address);
     }
     else {
         UE_LOG(LogTemp, Warning, TEXT("Socket not created..."));
         return(false);
     }
 
     if (didConnect) {
         UE_LOG(LogTemp, Warning, TEXT("Socket Connected!"));
         return(true);
     }
     else {
         UE_LOG(LogTemp, Warning, TEXT("Failed to connect!!"));
         return(false);
     }
 
 }
 
 bool ImageDataSender::IsConnected() {
 
     if (TCPSocket == nullptr) {
         return(false);
     }
 
     ESocketConnectionState connectionState = TCPSocket->GetConnectionState();
 
     if (connectionState == ESocketConnectionState::SCS_Connected) {
         return(true);
     }
     else {
         return(false);
     }
 
 }
 
 bool ImageDataSender::Send(const uint8 * data, int32 dataSize, int32 bytesSent) {
     if (IsConnected()) {
         TCPSocket->Send(data, dataSize, bytesSent);
         return(true);
     }
 
     return(false);
 }

If I uncomment the line //.Listening(8), the didConnect == false. I feel that I should be using .Listening so that the server listens for incoming connection requests, but am not sure what I am doing wrong.

If someone could give me a sample of how to set this up, I'd really appreciate it.

Also, for what it is worth, my client is in c#.

Product Version: UE 4.10
Tags:
more ▼

asked Dec 22 '15 at 09:30 AM in C++ Programming

avatar image

rich2020
122 15 30 29

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I use a TCP server in one of my plugins and it works like a charm. Give it a try: https://github.com/moritz-wundke/UnrealRemote

more ▼

answered Dec 23 '15 at 06:53 PM

avatar image

Moss
6.4k 127 98 606

avatar image rich2020 Dec 23 '15 at 07:54 PM

Thank you. I've actually managed to figure this out using the FLiveEditorListenServer plugin available in UE4 source code.

avatar image Moss Dec 23 '15 at 10:26 PM

Nice! So if your issues are solved just accept the answer so others will benefit ftom it too ^^

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question