반응형



http://cafe.naver.com/unrealenginekr/735

1. [프로젝트명].Build.cs
사용할 모듈 이름 추가
--> 
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Networking", "Sockets" });

2. [클래스명].h
모듈 헤더 추가
--> 
#include "Engine.h"
#include "Networking.h"
#include "Sockets.h"
#include "SocketSubsystem.h"

BP 에서 사용한다면 노출시킬 함수에 매크로 설정
-->  
UFUNCTION(BlueprintCallable, Category = Socket)
 void ConnectToServer();

3. [클래스명].cpp
코드 구현
-->
 FSocket* Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), false);

 FString address = TEXT("127.0.0.1");
 int32 port = 8989;
 FIPv4Address ip;
 FIPv4Address::Parse(address, ip);

 TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
 addr->SetIp(ip.GetValue());
 addr->SetPort(port);

 GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("Trying to connect.")));

 bool connected = Socket->Connect(*addr);


반응형

+ Recent posts