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C++ code doesn't execute past a certain point

Hi! I've been trying to make an UDP connection for receiving and sending data following Rama's tutorial; and I've managed to do it mostly, except for when it comes to closing connections.

I initialize listen socket like this:

 bool AUDPConnector::StartUDPReceiver(
     const FString& YourChosenSocketName,
     const FString& TheIP,
     const int32 ThePort
     FIPv4Address Addr;
     FIPv4Address::Parse(TheIP, Addr);
     //Create Socket
     FIPv4Endpoint Endpoint(Addr, ThePort);
     int32 BufferSize = 2 * 1024 * 1024;
     ListenSocket = FUdpSocketBuilder(*YourChosenSocketName).AsNonBlocking().AsReusable().BoundToEndpoint(Endpoint).WithReceiveBufferSize(BufferSize);
     FTimespan ThreadWaitTime = FTimespan::FromMilliseconds(100);
     UDPReceiver = new FUdpSocketReceiver(ListenSocket, ThreadWaitTime, TEXT("UDP RECEIVER"));
     UDPReceiver->OnDataReceived().BindUObject(this, &AUDPConnector::Recv);
     return true;

My code for closing the connection looks like this:

 void AUDPConnector::CloseConnections()
     if (UDPReceiver != nullptr)
         delete UDPReceiver;
         UDPReceiver = nullptr;
     if (ListenSocket)
     if (SenderSocket)

For some reason the code doesn't execute past delete UDPReceiver line, so sockets aren't closed and UDPReceiver isn't null and it causes unreal to hang when I "close" the connection. I've been stuck on this for couple of hours now and I'm totally lost on what to make of it. Halp?

Product Version: UE 4.18
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asked Aug 12 '18 at 03:54 PM in C++ Programming

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I you're using breakpoints to see whether a line of code is being executed make sure you are running Debug configuration instead of development as with development configuration compiler optimizations may trick the debugger.

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answered Aug 13 '18 at 09:51 AM

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