That makes sense, from what we've found through research, it seems that if
networking code is set up through blueprints, it gets translated over to
WebSocket code when the game is exported and built for the Web. But a
library like HumbleNet is definitely necessary long term for having high
server traffic while keeping latency low, which the WebRTC feature helps
out with. Would you be able to help us implement this? You're in our
DigiPlay Discord, if I remember right :P
On May 7, 2019 4:22 AM, "Floh" <[email protected]> wrote:

> This may not be trivial because WebSockets are implemented on top of TCP,
> and require(?) a client-server model, while many multiplayer games use UDP
> and a peer-to-peer model.
>
> So don't be surprised if you need to rip out and rewrite your entire
> networking code ;)
>
> Emscripten's socket API wrapper may help a bit when you're currently only
> using TCP-based sockets and a client/server model, but there are still a
> few important differences to native sockets (mainly that emscripten sockets
> work in non-blocking mode at all times).
>
> Your best bet may be replacing the lower-level networking code with a
> library like ENet or HumbleNet:
>
> https://hacks.mozilla.org/2017/06/introducing-humblenet-
> a-cross-platform-networking-library-that-works-in-the-browser/
>
> https://github.com/mnaamani/enet-emscripten
>
> But I don't know the current state of either of those libraries.
>
> Cheers,
> -Floh.
>
> On Tuesday, 7 May 2019 00:35:25 UTC+2, [email protected] wrote:
>>
>> Hey all, we've ported an Unreal Engine 4 game to the web, and it works
>> great in solo mode (you can play against the bot). But when trying to
>> search for or join a dedicated server in the main menu GUI, we encounter an
>> error page which I've attached for reference. We believe it's because we
>> haven't set up WebSockets for our game, but are unsure of how to properly
>> implement this. Any input would be really appreciated. Thanks!
>>
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