Comments (1)
So for anyone else using this Object Deliverer who has the same issue... I solved it by writing custom JSON serialization for each class with nested objects. In the serialization of the parent object when we get to a nested object we call its serialization as well. If that object also has nested objects we can call them within the first nested object's serialization. Once all the serialization is done we can send the JSON as a string over the network with TCP and when it's received reconstruct by writing your own logic that converts JSON back into the classtype.
If you use this approach be careful with circular references, as you will likely create an infinite loop.
There may be a better approach to solving this problem that already exists in the system that I am not aware of.
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Related Issues (20)
- How to perform valid UDP bidirectional connection HOT 3
- Correspondence that UProperty must be changed to FProperty
- Can't broadcast UDP on Android
- TCP/IP Client disconnects after 30-60 seconds HOT 1
- Result of TCP/IP Client connect HOT 3
- In TCP/IP communication, data cannot be received if the data size of one message exceeds 65535 bytes. HOT 1
- Sending Data from Dereferenced Object that was spawned at Runtime freezes UE HOT 1
- How to print Received Strings?
- Can't read messages from external TCP client HOT 2
- When receiving big messages (> 7000 bytes) it seems that the receive event returns a partial buffer first HOT 3
- Crash on receiving data throught TCP
- Use with Steam OnlineSubSystem
- ObjectDeliverer for 4.27? HOT 3
- Can not build on 4.25.4
- Want to use this plug-in on ue5 HOT 3
- Creating UObjects while Collecting Garbage is not allowed HOT 3
- Receiving UDP data in UE5 HOT 4
- bit out of my depth
- Marketplace Installation doesn't work on 5.4.1 HOT 1
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