Production Unreal Engine plugin that provides real-time Socket.IO and generic WebSocket clients for both Blueprint and C++ projects. The SocketIOClient module exposes actor components and native wrappers supporting namespaces, events, acknowledgements, reconnection with backoff, TLS verification, binary events, and Blueprint callbacks. The WebSocketClient module offers a simpler raw WebSocket path, while SIOJson adds JSON/USTRUCT conversion and CoreUtility contributes file I/O, Opus audio coding, timers, and thread-safe lambda helpers. The implementation wraps third-party libraries including socket.io-client-cpp, websocketpp, asio, rapidjson, and libopus. Architecturally, the plugin is modular: Blueprint-facing components delegate to C++ native wrappers, which in turn sit atop the protocol libraries. Important entry points are USocketIOClientComponent and UWebSocketClientComponent, plus static function libraries and the native FSocketIONative/FWebSocketNative classes. The SocketIOLib module contains the forked Socket.IO protocol implementation, while WebSocketLib provides an independent WebSocket transport. A small editor plugin adds custom Blueprint nodes, and the WebSocketClientTests module includes an in-process test server. Strengths include disciplined threading: callbacks are marshaled to the game thread, weak references prevent dangling UObjects, and pimpl-style wrappers hide implementation details. The core utilities show good craftsmanship and can be reused in other UE projects. Weaknesses are also visible: a deprecated file component, stale Android APL paths referencing old Boost, duplication between the older SocketIOLib and newer WebSocketLib stacks, and several engine-version-specific workarounds in JSON serialization that may drift as Unreal evolves.