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Custom OnlineSubSystem and AOnlineBeacon

Hi, I am currently working on a Custom-OnlineSubSystem. Sofar everything is working fine. Right now it can query my MasterServer for sessions which returns Host/IP. No i want to query each OnlineGameServer for details. I found AOnlineBeacon, which looks interesting. However it requires the UWorld. I wanted to avoid fidling with sockets by myself. So is it possible to access the current UWorld from within the Subsystem? I know that there is a GEngine which allows me to do that, but as far as i know it is obsolete and should be avoided.

Product Version: UE 4.15
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asked Mar 27 '17 at 05:57 PM in C++ Programming

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Memnarch
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I think i found it(if you want a AOnlineBeacon):

OnlineSUbsystemUtils.h GetWorldForOnline(InstanceName)

Will provide the current world

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answered Mar 31 '17 at 04:28 PM

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Memnarch
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Based on LanBeacon, i have now written an OnlineBeacon using TCP/IP-Sockets. Seems the actor approach is not suitable for my case.

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answered Mar 29 '17 at 06:57 AM

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Memnarch
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avatar image Memnarch Mar 29 '17 at 06:59 AM

I used this article to get started with TCP-Sockets: (Warning, the IP handling using parsing and stuff in this article is bollocks) https://wiki.unrealengine.com/TCP_Socket_Listener,_Receive_Binary_Data_From_an_IP/Port_Into_UE4,_(Full_Code_Sample)

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