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

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    Thank you for this plugin. Would be great if you fix it to work for HTML5 export.

    Comment


      Hi everyone,

      I am new to UE and using VaRest and blueprints. I have a class assignment that I am trying to do but I am a little bit lost. How does one go about connecting an online database and using the blueprints to show the data (if this is even possible). I am using some coral data and what I plan on doing is adding in the data from kibana (online hosted server with the database I am using) and plugging it into UE for real time data usage. I am watching a tutorial video but still a little bit lost. Any other resources besides the forum and the wiki?

      Thanks!

      Comment


        Originally posted by teak421 View Post
        I wish someone could come up with a VAREST -> NodeJS -> MongoDB all ready to go... Super fast... Maybe I'll learn this stuff. Great plugin!

        teak
        It's very unstable but Socket.io plugin is VAREST -> NodeJS
        https://forums.unrealengine.com/show...cket-io-Client

        Comment


          Originally posted by DeathUman View Post
          It's very unstable but Socket.io plugin is VAREST -> NodeJS
          https://forums.unrealengine.com/show...cket-io-Client
          Thanks... I'll check it out... Missed the forum post!

          teak
          "A little bit of nonsense now and then is cherished by the wisest men..."
          -- Willy Wonka

          Smooth Zoom Camera Plugin for 4.22 here.

          Comment


            Hi, I need to make a project using UE 4.16, but the VaRest it is very importante to my project, but I need rebuild to UE 4.16 to run. How can make it?

            Thank You
            Last edited by Unreal Student; 05-05-2017, 05:04 PM.

            Comment


              Originally posted by Unreal Student View Post
              Hi, I need to make a project using UE 4.16, but the VaRest it is very importante to my project, but I need rebuild to UE 4.16 to run. How can make it?

              Thank You
              See https://answers.unrealengine.com/que...d-plugins.html answerhub answer for a short walkthrough.
              Plugins: TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense - CIM

              Comment


                Hello Guys,

                I have just discovered and installed this awesome plug to my Editor.
                I have been long away from UE4 so I might made something mindblowing stupid (frankly based on a YT video about this plug) and i cannot figure out what is the issue.

                Here is my BP for the plugin so far, it assembles a request and sends it to my locally installed wamp.

                Click image for larger version

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                The php serverside code does only:

                <?
                $response = array();
                $response['key'] = "works";
                echo json_encode($response);

                file_put_contents("data.txt",serialize($_REQUEST));
                ?>
                Unfortunately the serialized request is empty and containing: a:0:{} instead of containing the JSON data.

                Why is that? How can i fix that?

                Update:
                I installed wireshark to verify what data was actually sent to the backend. All the JSON data is in there, there will be an issue with my php side code or wamp config

                Update2: for the record
                Php thrown away the entire json data of the package due to the json type. Reverting back to x-www-form-urlencoded type solved zhe issue and php populated the $_POST array.
                Last edited by Sanyee; 05-12-2017, 01:57 PM.

                Comment


                  Is there any solution to the html5 packaging with the VaRest plugin? I mean I installed this plugin mainly because its compatible with html5 (as it was advertised...) and I worked a lot with stuffs for just to find out that I cannot package it and there is no answer to that..... I dont understand what the problem is with packaging. I see some "solutions" involve using the "unrealfrontend.exe" but I get only errors. Has anybody managed to package a project with VaRest?

                  Comment


                    Reported an issue on github, this version fails when building/packaging the shipping release build.
                    https://github.com/ufna/VaRest/issues/105

                    Edit: Seems to be a simpel solution. This problem is solved by opening VaRestPlugin.uplugin and changing engine version from 4.11.0 to 4.16.0 and this allows the shipping release build to complete without errors.
                    Last edited by MADHOUSE; 05-27-2017, 03:59 AM. Reason: solution
                    ______________________________________________
                    https://www.facebook.com/madhousesoftware
                    Where sanity is a virtue

                    Comment


                      Hey,How can i use this to get result from my endpoint ?
                      For exemple my endpoint is http://test.com/test/
                      It returns {"data":{"errors":0}}

                      how can i use blueprint to get errors:0 ??

                      Comment


                        Just an off the wall question as it kind of sort of pertains to VaRest (or at least, would use it).. but how would I go about getting an individual (would prefer random) stock price? heh.. it is not our duty to ask why, but our duty to just do.
                        WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                        World Machine to UE4 Export Macro
                        WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                        Comment


                          please can anyone make source compatible with 4.16.2 ? Thx

                          Comment


                            Originally posted by MADHOUSE View Post
                            Reported an issue on github, this version fails when building/packaging the shipping release build.
                            https://github.com/ufna/VaRest/issues/105

                            Edit: Seems to be a simpel solution. This problem is solved by opening VaRestPlugin.uplugin and changing engine version from 4.11.0 to 4.16.0 and this allows the shipping release build to complete without errors.
                            Thx that works
                            Last edited by michalss; 07-10-2017, 05:29 PM.

                            Comment


                              Hmm I am attempting to test out VaRest with UE 4.17 Preview-2 with no luck compiling the plugin so far.
                              Any advice? Getting some compile errors in VS:

                              "
                              Error C2039 'bIsArray': is not a member of 'FEdGraphPinType' Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 72
                              "

                              "
                              Warning C4996 'UEdGraphSchema_K2::SetPinDefaultValueBasedOnType': SetPinDefaultValueBasedOnType is deprecated due to confusing name, call SetPinAutogeneratedDefaultValue Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 184
                              Warning C4996 'UEngine::GetWorldFromContextObject': GetWorldFromContextObject(Object) and GetWorldFromContextObject(Object, boolean) are replaced by GetWorldFromContextObject(Object, Enum) or GetWorldFromContextObjectChecked(Object) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestPlugin\Private\VaRestLibrary.cpp 73
                              Warning C4996 'UEngine::GetWorldFromContextObject': GetWorldFromContextObject(Object) and GetWorldFromContextObject(Object, boolean) are replaced by GetWorldFromContextObject(Object, Enum) or GetWorldFromContextObjectChecked(Object) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestPlugin\Private\VaRestRequestJSON.cpp 228
                              "

                              Basicly there are a lot of deprecated variables in struct FEdGraphPinType :

                              private:
                              /** DEPRECATED(4.17) Whether or not this pin represents a map of keys to values */
                              UPROPERTY()
                              uint8 bIsMap_DEPRECATED:1;

                              /** DEPRECATED(4.17) Whether or not this pin represents a set of (unique) values */
                              UPROPERTY()
                              uint8 bIsSet_DEPRECATED:1;

                              /** DEPRECATED(4.17) Whether or not this pin represents an array of values */
                              UPROPERTY()
                              uint8 bIsArray_DEPRECATED:1;


                              " DEPRECATED(4.17, "Use version that takes PinContainerType instead of separate booleans for array, set, and map")"


                              Solution:

                              In VaRest_BreakJson.cpp (72)

                              Change:
                              bool bIsArray = Pin->PinType.bIsArray;

                              To:
                              bool bIsArray = Pin->PinType.IsArray();

                              This seems to work. Still has a warning tho:


                              Warning C4996 'UEdGraphSchema_K2::SetPinDefaultValueBasedOnType': SetPinDefaultValueBasedOnType is deprecated due to confusing name, call SetPinAutogeneratedDefaultValue Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. \VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 184
                              Last edited by MADHOUSE; 07-25-2017, 11:09 AM. Reason: Solution
                              ______________________________________________
                              https://www.facebook.com/madhousesoftware
                              Where sanity is a virtue

                              Comment


                                I mean obviously the more important question is how do you set your blueprint background to a cat?
                                George Rolfe.
                                Technical Coordinator at Orbit Solutions Pty Ltd.

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