Plugin Documentation

QuickTCP
TCP client & server components for Unreal

Drop-in TCP client and server Actor Components with auto-reconnect, length-prefix message framing, keep-alive and dropped-connection detection — from Blueprints or C++.

v1.0.0
UE 4.27–5.0+
Win64 · Mac · Linux
Category Networking
Alpha XP
QuickTCP diagram
QuickTCP — architecture & feature overview

Overview

QuickTCP provides QuickTCP Client and QuickTCP Server components you add to any actor. The client connects to a remote endpoint; the server listens for inbound connections. Both stream raw bytes and optional length-prefixed messages, and surface everything through game-thread Blueprint events.

Fork note Module TCPWrapper was renamed to QuickTCP for UE 4.27–5.0+; v2.x added reconnect/backoff, message framing, keep-alive, drop detection and the function-library helpers below.

Requirements

RequirementDetails
Unreal Engine4.27–5.0+
LanguageBlueprints and/or C++
PlatformsWin64 · Mac · Linux

Installation

  1. Copy the QuickTCP folder into your project's Plugins/ directory.
  2. C++ projects: regenerate project files and build. Blueprint-only projects can launch the editor directly.
  3. Open Edit → Plugins and confirm QuickTCP is enabled.

Client component

NodeTypeDescription
ConnectCallableConnect to host:port (optional auto-reconnect with exponential backoff).
DisconnectCallableClose the client connection.
Emit Bytes / Emit StringCallableSend a raw byte array or UTF-8 string.
Emit Message / Emit Message StringCallableSend a length-prefixed framed message (when framing is enabled).
On Connected / On DisconnectedEventConnection lifecycle.
On Received Bytes / On Received MessageEventInbound raw bytes or a complete framed message.
On Connection Error / On Reconnect AttemptEventError and reconnect notifications.
Get Connection Duration SecondsPureSeconds since the current connection was established.

Server component

NodeTypeDescription
Start Listen ServerCallableBegin listening on a port for inbound clients.
Emit To Clients / Emit Message To ClientsCallableSend bytes/framed message to a subset of connected clients.
Get Connected ClientsPureList currently connected client ids.

Helpers (QuickTCP Function Library)

NodeTypeDescription
String To Bytes / Bytes To StringPureUTF-8 conversions.
Bytes To Hex / Hex To BytesPureHex encode / decode.
Base64 Encode / Base64 DecodePureBase64 round-trip.
Concat BytesPureAppend two byte arrays.
Is Valid IPv4PureValidate a dotted IPv4 address.
Parse EndpointPureSplit host:port into host + port.

Utility node pack

General-purpose networking utilities added to UQuickTCPFunctionLibrary — available from Blueprints and C++.

NodeTypeDescription
CRC32 Of BytesPureCRC32 checksum of a byte array.
MD5 Of String / SHA1 Of StringPureHex digests of a UTF-8 string.
Make Guid StringPureNew random GUID (hyphenated).
Now Unix SecondsPureCurrent UTC time as Unix seconds.
Unix Seconds To ISO8601PureUnix seconds → ISO-8601 UTC string.
Format Byte SizePureHuman-readable size, e.g. 1536 → 1.5 KB.
Random TokenPureRandom alphanumeric token (ids, nonces).
XOR Bytes With KeyPureXOR bytes with a repeating key (obfuscation, not encryption).
Is Valid HostnamePureRFC-952/1123-style hostname validation.

Notes

TCP is a stream Without framing, one event can carry partial or multiple logical messages. Enable message framing, or length-prefix your data yourself.

Credits

© Alpha XPalphaxp.net. Developed and maintained for UE 4.27–5.0+.