Comments (11)
Download the source code and manually paste the folder here drive:\Program Files\Epic Games\UE_4.XXX\Engine\Plugins\Marketplace
Then launch the project and enable the plugin.
from unreal-signalr.
I propose to put the plugin on the platform https://www.unrealengine.com/marketplace/en-US/store and support the plugin, I will buy it one of the first
from unreal-signalr.
Are this plugin use https://github.com/aspnet/SignalR-Client-Cpp official library?
from unreal-signalr.
Are this plugin use https://github.com/aspnet/SignalR-Client-Cpp official library?
Yes, do you want to use it or make your own version?
from unreal-signalr.
What r u mean about use? This plugin or signalR official library?
Yes, I want to use this plugin
from unreal-signalr.
What r u mean about use? This plugin or signalR official library?
Yes, I want to use this plugin
I thought you might want to make a plugin with output to blueprints
from unreal-signalr.
I thought you might want to make a plugin with output to blueprints
Yes, I want :)
from unreal-signalr.
I thought you might want to make a plugin with output to blueprints
Yes, I want :)
If you can do it, put it on the market, I'm really looking forward to this plugin, because I'm not strong in C ++
from unreal-signalr.
If you can do it, put it on the market, I'm really looking forward to this plugin, because I'm not strong in C ++
I think plugin owner will add it to the market.
from unreal-signalr.
Hello and sorry for not answering more quickly, I am quite busy. I started working on it again by fixing some bugs and improving the usability, I also added some docs (I am definitely bad at writing good documentation, sorry 😅)
This plugin does'nt use https://github.com/aspnet/SignalR-Client-Cpp, It is only based on it. This is to avoid using heavy and complicated libraries that are not compatible with non-public platforms like consoles. (SignalR-Client-Cpp uses cpprestsdk and jsoncpp)
I don't think I will put this plugin on the marketplace for several reasons:
- I want to be free in my development and not meet the quality requirements of any store.
- It requires too much time to maintain and update versions and various administrative tasks.
- I'm not sure to maintain constant support on it, so I feel bad to make people pay for something without support.
- I don't need money (I already have a full time job).
from unreal-signalr.
This plugin does'nt use https://github.com/aspnet/SignalR-Client-Cpp, It is only based on it. This is to avoid using heavy and complicated libraries that are not compatible with non-public platforms like consoles.
I want to say, that this SignalR protocol needs to communicate between dedicated server and backend servers, not between clients and unreal dedicated servers. We have native RPC events, the native Online beacons and great REST VaRest plugin for this purposes.
And using official https://github.com/aspnet/SignalR-Client-Cpp library made u free from 90% developing, you needs just to wrap it into ue plugin at all.
from unreal-signalr.
Related Issues (16)
- HTTPS/SSL issues HOT 5
- OnNegociateResponse never called HOT 2
- double not supported by blueprints HOT 1
- How to support MessagePack?
- how to subscribe to an event in blueprint HOT 1
- Unreal crashes if web socket host is not reachable
- Web Socket negotiation fails if hub is protected by authorization HOT 1
- Unreal project won't open after enabling the SignalR plugin. HOT 2
- Dear plugin owner, give us please example of usage this plugin via c++
- Updates and Blueprints HOT 3
- Please add auto connection after disconnection error 1006 HOT 1
- Not working on Unreal 4.27 HOT 6
- I can't receive messages HOT 2
- Packaging error for Android ASTC / Client HOT 2
- We have implemented this into our windows build but wanted to also attempt to have it implemented into our Android build. We're running into seemingly TMAP issues and get 13 errors on compile. Is this something that may be worked on in the future or do you have ideas currently on the full implementation? Almost everything leads back to Map.h HOT 2
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from unreal-signalr.