- 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.
- 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.
Disconnect events on client or server side are not handled properly yet
Copyright 2015 Epic Games.