Announcement

Collapse
No announcement yet.

[Plugin] Http/s REST, blueprintable JSON and Parse REST API manager at once (VaRest)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    New plugin release: https://github.com/ufna/VaRest/releases/tag/v1.1-r14

    Release notes:

    * [Feature] Useful functions separated into blueprint library
    * [Feature] CallURL function for fast URL processing #72
    * [Feature] Base64 encoding helpers #75
    * [Feature] Custom tags for requests #68
    * [Feature] Static requests for C++ raw bindings
    * [Feature] Request status and URL getter #67

    * [Bugfix] Switch Editor module type to Developer to prevent crashing while Standalone launch #69
    * [Bugfix] Response code for unsuccessfull requests fixed #71
    * [Bugfix] Crash on empty field name #58 #70

    * [Refactoring] Flattened folder structure to help with blueprint nativization
    * [Refactoring] Enums changed to classes instead of old-style namespaced enums
    * [Refactoring] Additional requests log

    Supported engine versions: **UE 4.11-4.12**

    Leave a comment:


  • replied
    Originally posted by ufna View Post
    You're using Construct node three times, and each time you will get new object. Just cache the result into variable and use it instead.

    Also, it's asynchronious node, you should use ApplyUrl or bind a delegate.
    Thx for reply, problem solved. I am ashamed of my mistake. :|

    Leave a comment:


  • replied
    You're using Construct node three times, and each time you will get new object. Just cache the result into variable and use it instead.

    Also, it's asynchronious node, you should use ApplyUrl or bind a delegate.

    Leave a comment:


  • replied
    Hey! I might be missing it but I don't see a way to do what I am looking to do (and it is called VaRest so it might not even do it ). I have a socket.io server that is returning a JSON object. I am using the socket.io client to get the data (see here https://forums.unrealengine.com/show...cket-io-Client) but it only brings it back as a string, so I really just need to parse my string versus working with a response object.

    Thoughts?

    Leave a comment:


  • replied
    Hello all,

    Ran into an issue when trying to save "Va Rest Json Object" into a game slot. It will initially create the object but the save file will just save it as NONE. I am still learning but I assumed i could save any type of data via "SaveGametoSlot". Could anyone clear this up for me? Is there another way? Only option i can think of is to save a JSON as a string into the game save slot.

    Great Plugin otherwise and thanks in advance for the help.

    Leave a comment:


  • replied
    Originally posted by delfrasco View Post
    wow, i've tried almost everything to make it work, but I wasn't aware of how the "Create Event" worked.

    You've made my day!

    a thousand thanks xulture!
    Welcome!!

    Biggest trick is that signature of the function that handles event has to match parameters that Bind Event expects (in this case, VaRestRequest object reference)

    Leave a comment:


  • replied
    wow, i've tried almost everything to make it work, but I wasn't aware of how the "Create Event" worked.

    You've made my day!

    a thousand thanks xulture!

    Leave a comment:


  • replied
    It is possible --

    Create a function that will handle response, something like this:
    Click image for larger version

Name:	Capture1.JPG
Views:	1
Size:	82.0 KB
ID:	1108658

    Then, bind this function in your Construction Script blueprint, after you create request:
    Click image for larger version

Name:	Capture2.JPG
Views:	1
Size:	67.6 KB
ID:	1108659

    Leave a comment:


  • replied
    Hi xulture,
    that's my problem, even not being able to deal with the response handler, the VaRest plugin fires a log line where it shows that the data is there (in Construction Script)... I'm trying to find a way to parse this data (I know it's not designed to work like this, but either way the data is there). I need this because I'm trying to get some arrays from a JSON to make a procedural level.
    It's "tricky" (or should I say boring?) to work with the data and test the results with the BeginPlay event.. I can work with it, but it's a limit in the workflow for this part of the project.

    If it's impossible, I'll stick to the BeginPlay event... but as it seems something "possible", I have to ask.

    thanks

    Leave a comment:


  • replied
    You should be able to send request in Construction Script, but response will be retrieved during game's Tick's. How do you bind response handler in construction script?

    Leave a comment:


  • replied
    Hi ufna, thank you for the great plugin!

    Is there a chance to execute a request and parse the feedback in Construction Script?
    I've been trying to achieve this using different methods but I haven't got any luck with it.

    In Construction Script I can get the VaRest log results displayed in the console, but I can't parse the data.
    In "BeginPlay" works perfect...

    thanks!

    Leave a comment:


  • replied
    Why don't we try and have Epic integrate this into the engine? I have a friend coming out with something big for multiplayer game devs.

    Leave a comment:


  • replied
    Originally posted by Nightasy View Post
    I noticed the Plugin has a "Set Number Array" node. I couldn't find any documentation about it. What "Type" should I use in the MySQL database for this node?
    It sets array of float numbers.

    Leave a comment:


  • replied
    Greetings,

    I noticed the Plugin has a "Set Number Array" node. I couldn't find any documentation about it. What "Type" should I use in the MySQL database for this node?


    Edit: Is this node even working correctly? If it's passing an array then it's definitely not working.
    Last edited by Nightasy; 06-11-2016, 01:45 AM.

    Leave a comment:


  • replied
    Originally posted by OSIAS View Post
    Is this plugin going to get updated to 4.12 and if so ETA maybe? Thanks
    I've sent request to Epic team for plugin update, but you can use the Github plugin version any time (it's fully compatible with UE 4.12)

    Leave a comment:

Working...
X