Open DrR0bot opened 1 year ago
See https://github.com/getnamo/SocketIOClient-Unreal#statically-constructed-socketioclient-component for blueprint approach or https://github.com/getnamo/SocketIOClient-Unreal#example-fsocketionative-custom-game-instance for c++ approach
Is their any issue or problem that could arise from putting the client on the game instance?
Only caveats I know about are mentioned in the readme here: https://github.com/getnamo/SocketIOClient-Unreal#note-on-emit-with-graph-callback
And https://github.com/getnamo/SocketIOClient-Unreal#note-on-auto-connect
I wanted to know if it is possible to set up the SocketIOClient from GameInstance_BP.
Using Init override. Then pass it to Parent: Init and then Construct Socket IOComponent?
Does socketIO ClientComponent have to be created on an actor_bp? I want to create the client WebSocket on the GameInstance so, it can independent of the game level and actors.
Thanks again for the help!