ue4 +python tcp通信

ue4中 cpp文件
// Fill out your copyright notice in the Description page of Project Settings.
#include “MyActor.h”
#include

#include “Object.h”
#include “Runtime/Networking/Public/Networking.h”

// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;
SocketClient = NULL;

}

// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}

void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
UWorld* World = GetWorld();

GetWorld()->GetTimerManager().ClearTimer(TCPConnectionListenerTimerHandle);
GetWorld()->GetTimerManager().ClearTimer(TCPSocketListenerTimerHandle);

if (ConnectionSocket != NULL) {
	ConnectionSocket->Close();
}
if (ListenerSocket != NULL) {
	ListenerSocket->Close();
}

if (SocketClient) {
	SocketClient->Close();
	ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->DestroySocket(SocketClient);
}

}

// Called every frame
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

}

bool AMyActor::SocketCreate(FString IPStr, int32 port) {
FIPv4Address::Parse(IPStr, ip);

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