BlueprintTCP
BlueprintTCP lets you connect to any TCP server and exchange data entirely from Blueprints — no C++ and no networking boilerplate.
Highlights
All 10 features →BlueprintTCP — TCP Client for Unreal Engine
Version: 1.0.0 | Engine: UE 4.27+ | Platforms: Win64, Linux, Mac Category: Networking | Created by: Alpha XP | Web: alphaxp.net
Overview
BlueprintTCP lets you connect to any TCP server and exchange data entirely from Blueprints — no C++ and no networking boilerplate. Place one actor, call Connect, and start sending and receiving byte streams to game backends, IoT hardware, chat servers, Python/Node services, or any TCP endpoint..
Every connection runs on its own background thread, so blocking socket I/O never freezes your game. Incoming data is delivered safely on the game thread through Blueprint events. One actor can manage many simultaneous connections, each addressed by a simple ConnectionId.
No copy-pasting C++, no plugins to chain — just describe the bytes you want to send and read what comes back..
Key Features
Pure Blueprint TCP client — Connect, Send, Receive, Disconnect, all from Blueprints (C++ also supported)
Multiple simultaneous connections — one actor, many sockets, addressed by ConnectionId
Threaded & non-blocking — one worker thread per connection; the game thread never stalls
Event-driven — On Connected, On Disconnected, On Message Received delegates fire on the game thread
Byte-stream builders — pure autocast nodes for Byte / Int / Int64 / Float / String → bytes, plus Append Bytes
Message readers — sequentially read Byte / Int / Int64 / Float / String / raw bytes from a received message
SendString convenience — UTF-8 encode and send a string in one node
PIE-safe — weak-pointer guards make stopping play mid-connect crash-free
Project settings — optional "post errors to Message Log"
Zero external dependencies — uses only the engine's built-in Sockets/Networking modules
Blueprint API
Connection
Connect: Open a connection to ipAddress:port; binds events; returns a ConnectionId
Disconnect: Close one connection by ConnectionId
Disconnect All: Close every active connection
Is Connected: True while a ConnectionId is connected
Get Active Connection Count: Number of live connections
Get Active Connection Ids: Array of live ConnectionIds
Events
On Connected: (ConnectionId)
On Disconnected: (ConnectionId)
On Message Received: (ConnectionId, Message bytes)
Send
Send Data: Send a raw byte array on a ConnectionId
Send String: UTF-8 encode + send a string
Build bytes (pure) Append Bytes, Byte To Bytes, Int To Bytes, Int64 To Bytes, Float To Bytes, String To Bytes
Read message Read Bytes, Read Byte, Read Int, Read Int64, Read Float, Read String
Tunables Receive Buffer Size (16384), Send Buffer Size (reserved), Time Between Ticks (0.008s)
Example
Event BeginPlay → Connect (Connection, "127.0.0.1", 7777, OnDisconnected, OnConnected, OnMessageReceived) → ConnectionId
Event OnConnected (ConnectionId) → Send String (Connection, ConnectionId, "HELLO\n")
Event OnMessageReceived (ConnectionId, Message) → Length = Read Int (Message) → Text = Read String (Message, Length) → Print String (Text)
Tip: TCP is a byte stream, not a message queue. Frame your protocol (e.g. length-prefix with Int To Bytes, then Read Int + Read String) so partial/coalesced packets parse correctly.
Requirements
Unreal Engine 4.27 -5.0+
OS: Windows 10/11 x64, Linux, macOS
No third-party SDKs — uses engine Sockets/Networking only
Visual Studio 2019/2022 (only for C++ projects)
Technical Details
Module: BlueprintTCP (Runtime, PreLoadingScreen) Threading: one FRunnable worker thread per connection; lock-free SPSC queues marshal data to the game thread Number of Blueprints: 0 — pure C++ plugin exposing a Blueprint API Network Replicated: N/A — this is a raw TCP socket client, independent of UE replication Supported Development Platforms: Windows, Mac, Linux Supported Target Platforms: Win64, Mac, Linux
Important Notes:
TCP is a stream protocol — implement message framing for reliable parsing
One actor can own many connections; always use the ConnectionId returned by Connect
Connections auto-close on EndPlay
Everything included
- Pure Blueprint TCP client
- Multiple simultaneous connections
- Threaded & non-blocking
- Event-driven
- Byte-stream builders
- Message readers
- SendString convenience
- PIE-safe
- Project settings
- Zero external dependencies
Platforms
Requirements
- Unreal Engine 4.27 and 5.7, 5.8
- Develop on Windows, macOS, Linux
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key — 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0LatestJul 16, 2026
- Unreal Engine 4.27 and 5.7, 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review BlueprintTCP — reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal — One non-commercial project. Commercial — Ship paid products. Extended — Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes — paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features → In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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