Comments (2)
No, of course there's no skipping. I'm not sure what the issue is in your example. The only guess I could venture is that you're looking at a TCP message in its entirety in Wireshark, which has overhead (headers), while Unreal only reads the message itself. But off the top of my head, the headers come before the message, while in your example it's the beginning of the message that comes through correctly.
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After good sleep I noticed that the answer I was getting was a real Modbus exception response, where machine flips the upmost bit up on data no 7(adds 128) and responds with errorcode 2 (data 8).
The request i made to PLC was wrong, but when i was looking at it on wireshark, it was fine because the communication was other server i had polling the same data that i was excepting.
TLDR;
Problem was between table and chair.
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Related Issues (20)
- UE4 Crash when executing the game. HOT 2
- Messages being joined HOT 2
- Failing to connect to server HOT 4
- Why inherit from actor? HOT 2
- Binaries folder consume lots of memory HOT 1
- Header or queries parameters HOT 1
- UE5.0 compatibility HOT 6
- Connecting with my custom TCP server HOT 1
- How to listen and receive data from server? HOT 2
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- ConnectionId has bug? HOT 3
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- Persistent connection through level HOT 4
- An explicit Category specifier is required HOT 1
- ck cashing HOT 2
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