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Why does a packaged game want a firewall exception?

Just out of curiosity: Why does the packaged game/engine need/want an internet connection even if my game has no multiplayer stuff?

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asked Jun 12 '14 at 07:31 PM in Packaging & Deployment

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avatar image MiniTurtle Aug 11 '14 at 10:36 PM

I would like to know that too. How can you remove it?

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I didn't have any luck with Development Client config, but the Shipping config did not create the firewall exception.

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answered Jun 23 '15 at 09:25 PM

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avatar image Spiris Feb 14 '17 at 07:11 PM

So I did a bit more research into this in order to answer the question. It turns out that the AudioKinetic Wwise plugin's default behavior is to start a monitor service on game and editor development builds so that an audio engineer can remote view and control the sounds that are occurring at runtime.
This is useful, but confusing to be sure. If you are using the Wwise plugin it will remove this functionality for shipping builds only. Your solution handles this, but in case you wanted to know the (very likely) cause, there it is.

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I guess you need to client only build version of you game, but you need to build engine from source to do that

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answered Aug 11 '14 at 10:47 PM

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