I have updated the version of the code plugin listed (for free) on the Unreal Engine Marketplace.
The latest plugin can already be downloaded from the Marketplace.
Please see the following article for what ObjectDeliverer is.
Easy Inter-Process Communication in UE4 with ObjectDeliverer - AYU MAX
Update Details
The updates this time are:
- Minor bug fixes
- Functionality to specify the destination when using a TCP/IP server
Bug Fixes
Fixed a bug where a null access crash occurred if PacketRule was not passed during the ObjectDelivererManager’s Start method.
Additionally, processing efficiency improvements (removal of unnecessary value copying) have been made.
Functionality to Specify Destination When Using TCP/IP Server
This feature was implemented in response to a request comment on the Marketplace content page.
With the existing Send method, when you are the server and multiple clients are connected, data would reach all clients. The SendTo method has been added to allow sending only to the intended client.
Incidentally, if the SendTo method is used when utilizing protocols other than TCP/IP server, it behaves the same as the Send method.
SendTo Sample
The destination passed to SendTo comes as a parameter in Connected events or ReceiveData events.
Therefore, by appropriately storing this value, sending to the targeted TCP/IP client is possible.
The following Blueprint uses the parameter from ReceiveData directly for SendTo.
With this description, it’s possible to implement a response transmission only to the client that sent the data when data is received.

Please try it out if you are interested.