udp ue4 通讯_UE4 UDP通信

本篇文章给大家介绍的是UE4中的UDP通信,用C++创建两个Actor类,分别为UDPSend(发送)   和  UDPRecive(接收)。

代码如下:

UDPSend.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Networking.h"

#include "GameFramework/Actor.h"

#include "UDPSend.generated.h"

UCLASS()

class UDP_API AUDPSend : public AActor

GENERATED_BODY()

public:

// Sets default values for this actor's properties

AUDPSend();

// Called when the game starts or when spawned

virtual void BeginPlay() override;

// Called every frame

virtual void Tick( float DeltaSeconds ) override;

public:

bool IsUDP;

UFUNCTION(BlueprintCallable, Category = "UDP")

bool RamaUDPSender_SendString(FString ToSend);

public:

TSharedPtr RemoteAddr;

FSocket* SenderSocket;

UFUNCTION(BlueprintCallable, Category = "UDP")

bool StartUDPSender(const FString& YourChosenSocketName, const FString& TheIP, const int32 ThePort, bool UDP);

public:

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UDP")

bool ShowOnScreenDebugMessages;

//ScreenMsg

FORCEINLINE void ScreenMsg(const FString& Msg)

if (!ShowOnScreenDebugMessages) return;

GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *Msg);

FORCEINLINE void ScreenMsg(const FString& Msg, const float Value)

if (!ShowOnScreenDebugMessages) return;

GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %f"), *Msg, Value));

FORCEINLINE void ScreenMsg(const FString& Msg, const FString& Msg2)

if (!ShowOnScreenDebugMessages) return;

GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %s"), *Msg, *Msg2));

public:

/** Called whenever this actor is being removed from a level */

virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;

};

UDPSend.cpp

// Fill out your copyright notice in the Descriptio

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