// Copyright 2022 David Romanski (Socke). All Rights Reserved. #pragma once #include "SocketClient.h" class SOCKETCLIENT_API FSocketClientUDPReceiveDataThread : public FRunnable { public: FSocketClientUDPReceiveDataThread(USocketClientUDP* udpClientP, USocketClientBPLibrary* socketClientP, FString ipP, int32 portP, ESocketClientIPType ipTypeP); ~FSocketClientUDPReceiveDataThread(); void triggerInitEvent(bool success, USocketClientUDP* udpClientP, USocketClientBPLibrary* socketClientP, FString serverMessage, FString connectionID); virtual uint32 Run() override; private : USocketClientUDP* udpClient = nullptr; USocketClientBPLibrary* socketClient = nullptr; FRunnableThread* thread = nullptr; FString ipGlobal; int32 portGlobal; ESocketClientIPType ipType = ESocketClientIPType::E_ipv4; FSocket* socket = nullptr; bool reuseSocket = false; };