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File multimediali per l'articolo Pro Socket — TCP & UDP Networking Toolkit (Client + Server): 1

Descrizione

One plugin for everything networking: a TCP Client AND Server, a UDP Server AND Client — drag-and-drop components, 100% Blueprint, zero C++. Framing, encryption, file transfer, broadcast & multicast, auto-reconnect. UE 5.1–5.8.


DOCUMENTATION
EXAMPLE PROJECT - 5.8
DISCORD

Stop gluing together half-finished socket plugins. Pro Socket is the complete TCP & UDP networking toolkit for Unreal Engine — client and server, both protocols, in a single drop-in package, with zero C++.

Most socket assets make you choose: client or server, TCP or UDP — and they hand you a raw byte stream that silently splits and merges your messages. Pro Socket gives you all of it, done right: reliable message boundaries, selectable encodings, encryption, a real file-transfer protocol, and four clean ways to use every feature.

⭐ Why Pro Socket

  • Client + Server, TCP + UDP — one plugin. No second purchase, no juggling two assets, no C++.

  • Four drop-in Actor Components. Add Pro Socket TCP Client / TCP Server / UDP Server / UDP Client to any Actor and just set IP & Port in the Details panel. Send and receive straight from the component.

  • Messages stay whole. Length-prefix or delimiter framing means your TCP packets never silently split or merge — the #1 bug with raw socket plugins.

  • Production-grade by default. Background-threaded receive AND a per- connection non-blocking send thread, so a slow peer never hitches your game thread. Plus auto-reconnect (with backoff), heartbeat keep-alive and live statistics (throughput, packets, round-trip time).

🌐 TCP

  • Reliable, ordered client and a multi-client server (each client on its own thread).

  • Send text or bytes; selectable UTF-8 / UTF-16 / ANSI encoding.

  • Server: send to one client, broadcast to all, disconnect a client, pause/resume accepting, per-client and aggregate stats.

  • Optional auto-reconnect + heartbeat, configurable buffers and Nagle.

📡 UDP

  • Connectionless send/receive as both a UDP Server (bind a port, receive from many peers, reply) and a UDP Client (talk to a known server).

  • Broadcast to the whole LAN.

  • Multicast — join / leave a group and send to it (rare in competing assets).

  • Every received datagram carries the sender's IP and port.

🔒 Encrypted file transfer

  • Stream files of any size over TCP — AES-256 encrypted, MD5-verified, and resumable after an interruption.

  • Live progress (percent, Mbit/s, bytes) and completion events on both ends.

🧰 Batteries included

  • Real AES-256 encrypt/decrypt for your own payloads.

  • Base64, Hex, endian-aware Int / Int64 / Float byte packing.

  • Network helpers: local IP, adapters, DNS resolve, IPv4/IPv6/multicast validation, unique ids, system type.

  • One-node async actions (Async TCP Connect / Server, Async UDP, Async DNS).

  • Built-in ProSocket.Test self-test (known-answer checks for framing, encoding, AES, Base64, number packing).

🛠️ Use it your way

  1. Drop-in Components — pick a role, set IP/Port in Details, done.

  2. Handler objects — full control: bind events, call functions.

  3. Async one-node actions — connect and get all event pins in a single node.

  4. Static Blueprint library — factory + utility nodes anywhere.

✅ Built right

  • 119+ Blueprint nodes. Zero C++ required.

  • UE 5.1 through 5.8 from a single source — no per-version forks.

  • Cross-platform: Windows, Mac, Linux, Android, iOS — ships in packaged / shipping builds.

  • No third-party dependencies (engine Sockets + Networking only).

  • Full PDF documentation (every node + examples) and Blueprint paste sheets.

No C++. No headaches. Just networking that works.

Formati inclusi