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Why won't my socket connection work within a blueprint node?

I got this piece of code off the internet and if I put the contents in a constructor, it connects to my server. If it put the contents in a blueprint node, and call it by Begin Play, it fails to connect. Why?

 UFUNCTION(BlueprintCallable, Category = ServerAPI, meta = (FriendlyName = "Connect To Server"))
 virtual void ConnectToServer(FString address = "", int32 port = 1337);

 void AServerAPI::ConnectToServer(FString address, int32 port)
     Logger::log("Connect to server", address, port);
     Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);
     FIPv4Address ip;
     FIPv4Address::Parse(address, ip);
     TSharedRef < FInternetAddr > addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
     bool connected = Socket->Connect(*addr);
     Logger::log("Connected status: ", address, port, connected);
     if (connected == false)
     FString serialized = TEXT("loadPlayer|1");
     TCHAR *serializedChar = serialized.GetCharArray().GetData();
     int32 size = FCString::Strlen(serializedChar);
     int32 sent = 0;
     bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
     Logger::log("Send message status: ", successful);

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asked Aug 28 '14 at 08:59 PM in C++ Programming

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I could only get UDP working in 4.3

 Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket( NAME_DGram, TEXT( "RamaTCPSender" ) );

No matter what I did I could not get NAME_Stream / TCP to work!



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answered Aug 29 '14 at 05:43 AM

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