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

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  • replied
    Originally posted by Esteves View Post
    I was trying to use this plug-in with 4.9, on the github page it says it's compatible with 4.8-4.9, but it says it failed to load on start. Does anyone got it working with 4.9? I'm using a blueprint project, don't know if that's the problem?
    Yes, it's because you're using a blueprint project - plugins are not fully compatible with this kind of projects (for example, you also can't package blueprint-only project if you're using plugins). Btw I can make pre-compiled version if you want.

    Leave a comment:


  • replied
    Works in 4.9.
    Last edited by mxnko; 09-05-2015, 12:33 AM.

    Leave a comment:


  • replied
    4.9?

    Hi,

    I was trying to use this plug-in with 4.9, on the github page it says it's compatible with 4.8-4.9, but it says it failed to load on start. Does anyone got it working with 4.9? I'm using a blueprint project, don't know if that's the problem?

    Thank you, this looks to be a really useful plugin, looking forward to try it!

    Leave a comment:


  • replied
    I've released all new changes as 1.1-rc8 release: https://github.com/ufna/VaRest/releases/tag/1.1-rc8

    Big thanks to all guys who contributed to VaRest!

    Leave a comment:


  • replied
    Tip:
    When you click the link from ZenTechEntertainment click the link in the top left "Download VaRest Plugin for UE 4.8" Its near the date.
    I had trouble and was trying the link on the last post.

    Here is a Direct Link: https://drive.google.com/file/d/0B5g...A2cExaZkk/view

    The download button is at the top of the page (Down arrow with a line under it)

    This is a great Plug In Thank you.

    Leave a comment:


  • replied
    Howdy,
    I have fixed a version of VaRest Plugin for UE 4.8, Anyone is wellcome to download it.
    VaRest for UE4.8

    Leave a comment:


  • replied
    @Furentes - Start a new c++ project and put the varest folder inside a plugins folder*which you will need to make* in your new project. It will ask to recompile hit yes, take the varest plugin folder after it is finished and put it in the plugin folder for your current project.

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  • replied
    Doesn't work with Unreal Engine 4.8
    Click image for larger version

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  • replied
    Hi, there:
    I'm encountering a situation, and maybe someone here can help me.
    Of course I use this great plugin to response/request Http, I construct a JsonRequest as usually and send it to webserver.
    In Android Devices, it works fine both on Development and Shipping Version.
    But in iOS Devices, the web server received binary data which can't be resolved. And the header was added "Accept-Language:zh-tw" and "Accept-Encoding:gzip, deflate".
    Any Advices ?

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  • replied
    @ufna: Didn't want to do a seperate post, but I thought it prudent that I do so the post doesn't get lost in the noise.

    I am getting an Access violation on the code now when I try to re-trigger a call every 60 seconds.

    Code:
    MachineId:83E94F694A619D4FDC606593D8878EF9
    
    Access violation - code c0000005 (first/second chance not available)
    
    UE4Editor_VaRestPlugin!UVaRestJsonObject::Reset() + 84 bytes [c:\development\gobbo games\kaboom arena\kaboomarena\plugins\varest\source\varestplugin\private\json\varestjsonobject.cpp:23]
    UE4Editor_VaRestPlugin!UVaRestRequestJSON::ResetResponseData() + 23 bytes [c:\development\gobbo games\kaboom arena\kaboomarena\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:109]
    UE4Editor_VaRestPlugin!UVaRestRequestJSON::OnProcessRequestComplete() + 61 bytes [c:\development\gobbo games\kaboom arena\kaboomarena\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:242]
    UE4Editor_VaRestPlugin!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,TTypeWrapper<void> __cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::Execute() + 328 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:681]
    UE4Editor_VaRestPlugin!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,void __cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::ExecuteIfSafe() + 327 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:770]
    UE4Editor_HTTP!TBaseDelegate<void,TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool>::ExecuteIfBound() + 142 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:518]
    UE4Editor_HTTP!FHttpRequestWinInet::FinishedRequest() + 1724 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\online\http\private\windows\httpwininet.cpp:666]
    UE4Editor_HTTP!FHttpRequestWinInet::Tick() + 687 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\online\http\private\windows\httpwininet.cpp:783]
    UE4Editor_HTTP!FHttpManager::Tick() + 143 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\online\http\private\httpmodule.cpp:152]
    UE4Editor!FTicker::Tick() + 700 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\core\public\containers\ticker.h:90]
    UE4Editor!FEngineLoop::Tick() + 6356 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2352]
    UE4Editor!GuardedMain() + 1404 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() + 26 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() + 249 bytes [c:\development\epic games\source\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
    I have tried this in various blueprints and even as a blueprint on the map ... so I am not sure if I am missing something.

    Leave a comment:


  • replied
    @ufna: Most of your examples are posting a "X Www Form Urlencoded" but I can't find any using a JSON post. Do you have an example for me?

    My web-service that I wrote requires a JSON object to be posted to it and not a Form. Do you have any examples for me?

    This is an awesome plugin by the way and works right out of the box. Thanks. 8-}

    EDIT: Never mind, got it working ... thanks. 8-}
    Last edited by qdelpeche; 04-18-2015, 10:03 AM.

    Leave a comment:


  • replied
    Originally posted by ufna View Post
    Just use http://127.0.0.1:8080 as a link - port number is the part of URL.
    HI Ufna, I have been working with Codespartan in his MMOKit, and I have a problem that he recommended I contact you over... It kinda resembles this quote.... I have sent you a PM when you have time

    Leave a comment:


  • replied
    Originally posted by TechLord View Post
    Hello ufna, looking forward to the 4.7 version. Unfortunately, I cannot run the 4.6 version
    Hey TechLord. You shouldn't have to wait for an official 4.7 release. The current version, 1.1-rc7 runs just fine after you click "Rebuild" when the editor asks you to when you first launch after adding the plugin to your project folder.

    Leave a comment:


  • replied
    Hello ufna, looking forward to the 4.7 version. Unfortunately, I cannot run the 4.6 version

    Leave a comment:


  • replied
    Originally posted by Frisco View Post
    So with this plugin i can sent GET requests to my server? Can i also get data from my server?
    All of your answers are here.

    Leave a comment:

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