Releases: getnamo/SocketIOClient-Unreal
v0.5.1 for UE 4.15
Changes:
-Fixed undefined as second emit parameter from server #36
v0.5.0 for UE 4.15
Changes:
-Fixes for disconnecting while communicating with an unreachable server
-Boost updated to 1.62
-Socket.io-cpp updated to latest master merge
-misc internal features for tracking and killing lambda threads
v0.4.8 for UE 4.15
Changes:
-UTF8 Support
-Connection fixes
-Session ID fix
-Compile fixes for IWYU changes in 4.15
-Scaffolds for other platforms from contributors (non-functioning)
v0.4.1 for UE 4.14
Recompiled for 4.14. Note that UE now forces you to manually enable the plugin after you've added it to the project.
v0.4.0 for UE 4.13
-Added SIOJson for Blueprint Json construction and conversion, based on VaRest
-Auto-conversion for nodes
-Blueprint callbacks and events bound to functions references by function name
-Conversion of JsonObjects to and from UStructs, including Blueprint UStructs with automatically trimmed long names into readable short names
-Overloaded EmitNative for all expect UE native data types
-Much simplified C++ usage based on FJsonValue and FJsonObject
v0.2.1 for UE 4.13
This update add a lot of functional improvements:
-added proper binary send/receive support from buffers and TArrays
-added functioning onconnect/disconnect events, no longer require
special events on your server
-added on namespace connect/disconnect events
-added on fail event
v0.2.0 for UE 4.13
-Added connect/disconnect signatures (these have to be implemented by
the server if used)
-Added C++ lambda binds do e.g.
BindDataLambdaToEvent([&](const FString& EventName, const FString& EventData) { //your code }, Name, Namespace);
to use it
-Bind changed name to BindEvent
-Added Namespace support
-Connection runs on background thread (should not be blocking anymore)
v0.1.2 for UE 4.12
Still same simple release just updated to 4.12
v0.1.1 for UE 4.11 - First Release
Basic release with functioning bi-directional communication binds. See documentation for instructions on how to use the plugin.