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Websockets and dedicated servers

Quick post!

I was having trouble using Websockets in Unreal Engine 4 when building the project as a linux dedicated server. FWebSocketsModule::Get().CreateWebSocket was erroring with a fatal error (invalid attempt to read memory) as FWebSocketsModule was nullptr on those builds. This was working happily in-editor.

The problem was that the module was not loaded for linux dedicated server build which can be fixed with the following before calling FWebSocketsModule::Get():

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  if (!FModuleManager::Get().IsModuleLoaded("WebSockets"))
  {
    FModuleManager::Get().LoadModule("WebSockets");
  }

  // Call `CreateWebSocket` as usual
  Socket = FWebSocketsModule::Get().CreateWebSocket(ServerURL, ServerProtocol);

After FModuleManager::Get().LoadModule("WebSockets") had been called the issue was resolved and the dedicated server build was able to connect to a websocket server how I expected it to.

This post is licensed under CC BY 4.0 by the author.