Features:
- Real-time bi-directional communication via websockets and http
- Enables communication with a wide range of devices and services available via e.g. node.js
- Socket.IO protocol v3+ for UE4.27+, v1-2 support for UE4.19-4.26
- Blueprint and C++ support
- SIOJson module for Auto-JSON conversion and serialization via structs or custom object graphs
- Binary type interweaving in JSON support as per Socket.IO spec
- Bind events to graph or functions by name with matching signature
- Emit with callbacks, enabling Remote Procedure Calls (RPC) and server data acknowledgement
- Drag and drop auto-conversion of basic types
- Capable of maintaining 1000+ connections
- Multi-threaded and non-blocking by default
- FSocketIONative class available for custom low level C++ support
- CoreUtility module for string serialization and lambda based multi-threading
- Open source – Can’t afford? clone from github repository
Code Modules: CoreUtility – Runtime, SIOJson – Runtime, SocketIOClient – Runtime, SIOJEditorPlugin – Developer
Documentation: https://github.com/getnamo/SocketIOClient-Unreal
Example Project: https://github.com/getnamo/SocketIOClient-Unreal-ExampleProject
Important/Additional Notes: Plugin and all its dependencies are available under MIT license. Contains socket.io-client-cpp library. Contains VARest fork for part of JSON Blueprint support.
特征:
- 通过websockets和http进行实时双向通信
- 支持通过节点与各种设备和服务进行通信。js的
- Socket.IO 协议v3+用于UE4.27+,v1-2支持UE4.19-4.26
- 蓝图和C++支持
- SIOJson模块,用于通过结构或自定义对象图自动JSON转换和序列化
- 二进制类型交织在JSON支持中Socket.IO 规格
- 使用匹配的签名按名称将事件绑定到图形或函数
- 使用回调发出,启用远程过程调用(RPC)和服务器数据确认
- 拖放基本类型的自动转换
- 能够保持1000+连接
- 默认情况下多线程和非阻塞
- FSocketIONative类可用于自定义低级C++支持
- 用于字符串序列化和基于lambda的多线程的CoreUtility模块
- 开源-买不起? 从github存储库克隆
代码模块:CoreUtility-Runtime,SIOJson-Runtime,SocketIOClient-Runtime,SIOJEditorPlugin-Developer
文件: https://github.com/getnamo/SocketIOClient-Unreal
示例项目: https://github.com/getnamo/SocketIOClient-Unreal-ExampleProject
重要/附加说明:插件及其所有依赖项都可以在MIT许可证下使用。 包含socket.io-client-cpp库。 包含VARest fork作为JSON蓝图支持的一部分。
Socket.io is a performant real-time bi-directional communication library. There are two parts, the server typically written in node.js and the client often in javascript for the web. There are alternative client implementations and this plugin uses the C++11 client library ported to Unreal Engine.
The plugin enables very easy real-time communications to web sites and services, phones, IoT devices, and other Unreal Engine instances. Want to enable chat with websites, phones, or other unreal games? Want to stream large data in or out of your projects? Want to control your arduino LED lights with light properties inside the engine? this plugin enables those use cases and more in a developer focused package.
Simply add a SocketIOClient component to your actor of choice and it will auto-connect to your endpoint of choice on beginplay (or at own time if desired). Then you can emit and receive events from your server directly into Blueprint structs and types you define. Check out the example chat project for a use case example.
Example video of chat project: https://www.youtube.com/watch?v=RqjpWukQwxs
Example chat project: https://github.com/getnamo/SocketIOClient-Unreal-ExampleProject
There are plenty of advanced productivity features and how-to cases, which are explained in the
latest documentation, always available at: https://github.com/getnamo/SocketIOClient-Unreal
Socket.io 是一个高性能的实时双向通信库。 有两个部分,服务器通常写在节点中。js和客户端通常在javascript中用于web。 有其他客户端实现,此插件使用移植到虚幻引擎的C++11客户端库。
该插件可以非常轻松地与网站和服务、电话、IoT设备和其他虚幻引擎实例进行实时通信。 想要启用与网站、手机或其他虚幻游戏的聊天功能? 想在项目中或从项目中传输大量数据吗? 想要控制你的arduino LED灯与引擎内部的光属性? 此插件在以开发人员为中心的软件包中启用这些用例和更多用例。
只需将SocketIOClient组件添加到您选择的actor中,它将在beginplay上自动连接到您选择的端点(或者如果需要的话)。 然后,您可以将事件从服务器直接发送和接收到您定义的蓝图结构和类型中。 查看示例聊天项目以获取用例示例。
聊天项目示例视频: https://www.youtube.com/watch?v=RqjpWukQwxs
示例聊天项目: https://github.com/getnamo/SocketIOClient-Unreal-ExampleProject
有很多先进的生产力功能和操作方法的情况下,这是在解释
最新文件,请浏览: https://github.com/getnamo/SocketIOClient-Unreal
评论(0)