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Unreal Engine 4 Networking over Websockets Plugin

  • Provides websocket transport layer for unreal engine 4.
  • Uses libwebsockets for the server side and client side for non HTML5 clients.
  • HTML5 clients use emscripten's sockets abstraction.

How to

  • Clone this in Engine\Plugins\Experimental directory.
  • Add the following section in BaseEngine.ini
[/Script/HTML5Networking.WebSocketNetDriver]
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=6000.0
InitialConnectTimeout=6000.0
AckTimeout=10.0
KeepAliveTime=20.2
MaxClientRate=15000
MaxInternetClientRate=10000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=30
LanServerMaxTickRate=35
WebSocketPort=8889
NetConnectionClassName="/Script/HTML5Networking.WebSocketConnection"
MaxPortCountToTry=512

In section [/Script/Engine.Engine] disable comment out NetDriverDefinitions and add

NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/HTML5Networking.WebSocketNetDriver",DriverClassNameFallback="/Script/HTML5Networking.IpNetDriver")

To enable this Net Driver.

Build! and follow existing Unreal Networking documentation to setup servers/clients.

Issues/Todo

Disconnect events on client or server side are not handled properly yet

Copyright 2015 Epic Games.

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