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

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  • replied
    hello, I am unable to make a request of the data that I receive via JSON ... Why?


    Click image for larger version

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    [
    {
    "VirtualFieldID": 23,
    "FieldID": 1,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Comportamento Simples"
    },
    {
    "VirtualFieldID": 24,
    "FieldID": 2,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Linguística Simples"
    },
    {
    "VirtualFieldID": 25,
    "FieldID": 3,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Cognitivo Simples"
    },
    {
    "VirtualFieldID": 26,
    "FieldID": 4,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Comportamento Complexo"
    },
    {
    "VirtualFieldID": 27,
    "FieldID": 5,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Linguística Complexa"
    },
    {
    "VirtualFieldID": 28,
    "FieldID": 6,
    "GroupID": 1,
    "FieldName": "LevelClassification",
    "FieldTranslator": "Nível de Classificação",
    "FieldValue": "Cognitivo Complexo"
    }
    ]

    I Receive return content More in Log i receive this messages...

    LogJson:Warning: Field FieldTranslator was not found.
    LogJson:Error: Json Value of type 'Null' used as a 'String'.

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  • replied
    that a nice feature, i going to need that. thanks.

    I reading a bit about facebook and json last week and seems facebook limited a lot all. I will check probably more depth in the future that.

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  • replied
    Originally posted by xulture View Post
    Could you give us some more detail on binary data content change?
    Sometimes you need to upload some data in binary form, f.e. screenshot, or log file, or any encrypted data. Now you can do it by setting "binary" content type and use of SetBinaryContent() function


    Originally posted by Sky3 View Post
    Can we find some blueprint examples to interact with facebook ?
    Unfotrunately I haven't one, because I've never work with Facebook with VaRest yet. I have plans for it, but not this month.

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  • replied
    Can we find some blueprint examples to interact with facebook ?

    Leave a comment:


  • replied
    Originally posted by ufna View Post
    I've released a major update, here it is: VaRest 1.1-r11
    Noice!

    Great work

    Leave a comment:


  • replied
    Thanks ufna! Upgraded without any issues --

    Could you give us some more detail on binary data content change?

    Cheers,

    Leave a comment:


  • replied
    I've released a major update, here it is: VaRest 1.1-r11

    Release notes:
    • [Feature] Binary data content supported now
    • [Feature] Both bindable events and latent functions provided to control asynchronous processes
    • [Feature] Editor integration implemented - you can break JSON as it was an unreal type!

    Big thanks to @unktomi and @xulture for provided improvements!

    Supported engine versions: UE 4.7-4.10

    Leave a comment:


  • replied
    Check out the segment called "Add to Dependencies" on this page: https://github.com/ufna/VaRest/wiki/Plugin-Installation

    This solved my packaging issues in 4.9

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  • replied
    I'm having trouble installing this plugin properly.

    If I put the plugin in the game directory under plugins it works in the editor and everything is fine, but if I try to package it, it fails due to ambiguous linkage.

    If I just put the plugin in the engine directory it doesn't seem to find the plugin at all in the editor.

    Any ideas?

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  • replied
    https://www.parse.com/docs/rest/guide

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  • replied
    Romelio I am currently working on a API function using only Blueprints It supports Everything listied on this site https://www.parse.com/docs/rest/guide Including File uploading and downloading. I'll upload some screenshots soon I get that part implemented in the blueprint. Keep checking back here every day soon I get it done I'll upload it to here and I will make a forum page for it and YES it has describtion on how to use each Parse Path Prefix.

    * EDITED Added image Main of my EasyParse Blueprint *
    More Images Coming soon, EasyParse is a blueprint NO C++ Only blueprints this content makes your live easyer when using VaRest Plugin.
    Remember this is a week old image sorry about that I will upload a new image some time next week or once I get the blueprint done.
    You will be able to found this on market thats if it gets approved if not then I'll just make it free. I have put lot of work in to this to make and help everyone who is using VaRest Plugin live easyer.

    new image:
    Click image for larger version

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    Image Main. - OLD IMAGE
    Click image for larger version

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    Last edited by xxmobkiller-ZacheryRussell; 10-17-2015, 10:53 PM. Reason: Added image Main of my EasyParse Blueprint

    Leave a comment:


  • replied
    Hi! Is there support for Parse Files? I'm current looking for a way to implement it myself but the unreal api docs ain't that friendly

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  • replied
    Hello, I'm new to using VaParse and Parse Rest API. I have created a APP on parse.com but my problem is how do I use it in blueprints. I followed your tutorial but Its not working All I want to know how to do is how to make it so I can use parse.com Rest API to register players and to allow them to login from ingame using blueprints ONLY. I would show you what I got but my UE4 Crashed again. I really need to get that fix any ways, I can use anyone help I tried to do this my self for 3 weeks now No luck yet. Here is a list of what I am wanting to do

    What I want to using parse.com with VaParsePlugin BLUEPRINTS ONLY

    Make 1 blueprint that will allow my to call from it That will have the listed stuff in it blow
    You might want to check this out https://parse.com/docs/rest/guide#quick-reference
    Funcation for PlayerRegister https://parse.com/docs/rest/guide#users-signing-up
    Function for PlayerLogin https://parse.com/docs/rest/guide#users-logging-in
    Function for Custom Objects Like Integers,Strings,Floats https://parse.com/docs/rest/guide#objects
    Fuction for Adding,Updating,Removing Custom Objects https://parse.com/docs/rest/guide/#o...eating-objects
    Thats all I'm needing it to do if you can get me started on a example of one of them Above I will hum well Say Thank You in return

    Leave a comment:


  • replied
    EDIT 1: Ok I've just realized my problem is because I'm using a Blueprint Project? How can I convert it to a C++ project? I've tried adding an empty C++ class but I still have the same issue. How do I check if my project is a Blueprint project and how do I convert it to a C++ one?

    EDIT 2: Alright I finally got it to work. For others' reference here's what I did:

    I removed the plugin from my project, added an empty C++ class and let UE4 do the generate the visual studio project (it will do this automatically in 4.9). If you go to the File menu, you should see "Refresh Visual Studio Project" instead of "Generate Visual Studio Project" now. Now you have to open up Visual Studio and build the solution before trying to "launch" (in the editor) or package the game. Make sure you have the right build settings (Shipping / Debug / Development etc.) or just build for all of them. Also, if you put the plugin in your Game Engine folder instead of Project folder, you will have problems compiling it because the plugin is missing some .lib file that needs to be compiled (and that will only happen if you added it as a plugin in your project rather than your engine).

    I didn't know that you need it to be a C++ project for this to work properly (be packageable), I think you should state that somewhere on your first post for people who have been programming exclusively in Blueprint (like me).

    ORIGINAL POST:
    Hey, my project can't launch/package when I enable your plugin (disabling it and then attempting to package again works). I can still run the game in the editor just fine, even with the plugin enabled and with the blueprint functions being used (and the functions work).

    Here what I think is the relevant part of the huge output log...

    LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********
    LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
    LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Stage Failed. Missing receipt 'FNMG-Win64-Development.target.xml'. Check that this target has been built.
    LogPlayLevel: Stacktrace: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
    LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    LogPlayLevel: at BuildCommand.Execute()
    LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine)
    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    LogPlayLevel: at AutomationTool.Program.Main()
    LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_MissingExecutable
    LogPlayLevel: Domain_ProcessExit
    LogPlayLevel: copying UAT log files...
    LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.756917
    LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_15c6c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_14ac4_0///####STATCAT_Advanced####
    LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000120
    LogPlayLevel: BUILD FAILED
    PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
    You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
    UE4Game <Platform> <Configuration>
    I attempted to build the project with Visual Studio (like the error message suggested) but when I try generating Visual Studio project files, I get this error.

    Running E:/Epic Games/Epic Games/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/Projects/Unreal Engine/FNMG/FNMG.uproject" -game -rocket -progress
    Discovering modules, targets and source code for game...
    ERROR: Module "VaRestPlugin" linked into both E:\Epic Games\Epic Games\4.9\Engine\Plugins\VaRestPlugin\Binaries\Win64\UE4Editor-VaRestPlugin.dll and E:\Epic Games\Epic Games\4.9\Engine\Plugins\VaRestPlugin\Binaries\Win64\UE4Editor-VaRestPlugin.dll, which creates ambiguous linkage for dependents.
    I should note that I haven't touched the C++ portion of Unreal yet (I'm not experienced with compiling it in the IDE etc.)
    Last edited by Dois; 10-06-2015, 03:42 PM.

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  • replied
    I've released a new version: 1.1 R 9

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