BlueprintTCP

BlueprintTCP lets you connect to any TCP server and exchange data entirely from Blueprints — no C++ and no networking boilerplate.

Malware-scannedSigned licence keyInstant downloadUpdates included
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Pure Blueprint TCP client
Multiple simultaneous connections
Threaded & non-blocking
Event-driven
Byte-stream builders
Message readers
$12.99

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

WindowsmacOSLinux

Requirements

  • Unreal Engine 4.27 and 5.7, 5.8
  • Develop on Windows, macOS, Linux
  • Blueprints and C++

In the download

FileBlueprintTCP.zip
FormatZIP
Size798 KB
Versionv1.0.0
SHA-256cd5fbe341b2a3b63…

Personal

$12.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
★ Most popular

Commercial

$64.99

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
Read the Commercial terms

Extended

$205.00

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
Read the Extended terms

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.

  1. v1.0.0LatestJul 16, 2026
    • Unreal Engine 4.27 and 5.7, 5.8
    • Blueprint and C++ API, HTML documentation
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Email supportsupport@alphaxp.net — include your order reference.
What support coversInstallation help, download or activation problems, and questions about documented behaviour, for your licence term.
Keys & downloadsLost a key or a download link? Everything you bought is in My library.
Refunds & terms14-day refunds from your order page. Refund policy · Personal terms · Commercial terms · Extended terms

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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