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

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  • replied
    So with this plugin i can sent GET requests to my server? Can i also get data from my server?

    Leave a comment:


  • replied
    Originally posted by kodmistrz View Post
    How can I make request with "Construct Where Query"? I've create this node and on output is string... And where I should connect this value? "Set Field"? If yes with what "Field Name"?
    It should be used instead "regular" query constructor when you're using Parse Object quering with "where" condition. That's all the difference from regular one


    Originally posted by kodmistrz View Post
    Hi ufna,
    I've found bug.
    ...
    it works but I don't know if this is correct...

    ufna, what do you think about that?
    Thanks for the bug report, I've put it here (https://github.com/ufna/VaRest/issues/21) and will check it soon.

    Leave a comment:


  • replied
    Hi ufna,
    I've found bug.
    When I call multiple times "Process URL" on the same JSON Request Object I receive error:
    [
    Code:
    2015.01.25-17.34.49:197][235]LogWindows: === Critical error: ===
    Fatal error!
    
    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
    
    UE4Editor-VaRestPlugin.dll!UVaRestJsonObject::Reset() (0x00007ffd357c1664) + 36 bytes [e:\biblioteka\dokumenty\unreal projects\gamednastudio\chasingrobbers\plugins\varest\source\varestplugin\private\json\varestjsonobject.cpp:23]
    UE4Editor-VaRestPlugin.dll!UVaRestRequestJSON::ResetResponseData() (0x00007ffd357cf2d7) + 0 bytes [e:\biblioteka\dokumenty\unreal projects\gamednastudio\chasingrobbers\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:109]
    UE4Editor-VaRestPlugin.dll!UVaRestRequestJSON::OnProcessRequestComplete() (0x00007ffd357cd36d) + 0 bytes [e:\biblioteka\dokumenty\unreal projects\gamednastudio\chasingrobbers\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:246]
    UE4Editor-VaRestPlugin.dll!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,TTypeWrapper<void> __cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::Execute() (0x00007ffd357cc17a) + 73 bytes [d:\epic games\4.6.1\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:656]
    UE4Editor-VaRestPlugin.dll!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,void __cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::ExecuteIfSafe() (0x00007ffd357cc306) + 71 bytes [d:\epic games\4.6.1\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:737]
    UE4Editor-HTTP.dll!TBaseDelegate<void,TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool>::ExecuteIfBound() (0x00007ffd3571ddee) + 72 bytes [d:\epic games\4.6.1\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:507]
    UE4Editor-HTTP.dll!FHttpRequestWinInet::FinishedRequest() (0x00007ffd3571efac) + 78 bytes [d:\epic games\4.6.1\engine\source\runtime\online\http\private\windows\httpwininet.cpp:666]
    UE4Editor-HTTP.dll!FHttpRequestWinInet::Tick() (0x00007ffd3572d8cf) + 0 bytes [d:\epic games\4.6.1\engine\source\runtime\online\http\private\windows\httpwininet.cpp:783]
    UE4Editor-HTTP.dll!FHttpManager::Tick() (0x00007ffd3572d48f) + 12 bytes [d:\epic games\4.6.1\engine\source\runtime\online\http\private\httpmodule.cpp:152]
    UE4Editor.exe!FTicker::Tick() (0x00007ff7f6fee757) + 32 bytes [d:\epic games\4.6.1\engine\source\runtime\core\public\containers\ticker.h:78]
    UE4Editor.exe!FEngineLoop::Tick() (0x00007ff7f6fede8c) + 0 bytes [d:\epic games\4.6.1\engine\source\runtime\launch\private\launchengineloop.cpp:2307]
    UE4Editor.exe!GuardedMain() (0x00007ff7f6fe1afe) + 0 bytes [d:\epic games\4.6.1\engine\source\runtime\launch\private\launch.cpp:131]
    UE4Editor.exe!GuardedMainWrapper() (0x00007ff7f6fe1b6a) + 5 bytes [d:\epic games\4.6.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor.exe!WinMain() (0x00007ff7f6feecd9) + 17 bytes [d:\epic games\4.6.1\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor.exe!__tmainCRTStartup() (0x00007ff7f6fefca9) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
    KERNEL32.DLL!UnknownFunction (0x00007ffd6b9416ad) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffd6d964409) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffd6d964409) + 0 bytes [UnknownFile:0]

    It's probably because of 102 line in VaRestRequestJSON.cpp:
    Code:
    void UVaRestRequestJSON::ResetResponseData()
    {
    	if (ResponseJsonObj != NULL)
    	{
    		ResponseJsonObj->Reset();
    	}
    	else
    	{
    		ResponseJsonObj = (UVaRestJsonObject*)StaticConstructObject(UVaRestJsonObject::StaticClass());
    	}
    
    	bIsValidJsonResponse = false;
    }
    When I change this to:
    Code:
    void UVaRestRequestJSON::ResetResponseData()
    {
    	ResponseJsonObj = (UVaRestJsonObject*)StaticConstructObject(UVaRestJsonObject::StaticClass());
    
    	bIsValidJsonResponse = false;
    }
    it works but I don't know if this is correct...

    ufna, what do you think about that?

    Leave a comment:


  • replied
    How can I make request with "Construct Where Query"? I've create this node and on output is string... And where I should connect this value? "Set Field"? If yes with what "Field Name"?

    Thank you,
    Patrick

    Leave a comment:


  • replied
    I'm having a problem with the plugin please help, when I create a user on parse.com, it gives the error 400 {Code 201: Missing user password} However I'm already setting the password field in the json request, please help how can I fix this issue

    Edit: Fixed: VaRest nodes don't work in UMG Blueprints, I didn't think that for what 6 hours of trying? Whatever, this plugin is amazing, cheering for ufna.
    Last edited by SongOfDeath; 01-16-2015, 06:36 PM.

    Leave a comment:


  • replied
    So far i'm really liking the look of the plugin.

    I had a go at installing on 4.7 preview 3 but couldn't get it to run, so I switched back to 4.6 for now.

    Edit: Seems to be working, server was playing up!

    Thanks
    Attached Files
    Last edited by shiftone; 01-18-2015, 04:02 PM. Reason: Fixed

    Leave a comment:


  • replied
    Does this work with the 4.7 preview?

    Leave a comment:


  • replied
    Thanks for bug reports, guys! I've added them to issues list and will check it soon.

    Leave a comment:


  • replied
    I've resolved above issue by setting FCurlHttpManager::CurlRequestOptions.bVerifyPeer=false.

    I've found another problem with VaRest Parse implementation... SetField on Android doesn't work... For Example SetField limit=2...
    It can be repair by commenting 65 line in VaRestRequestJSON.cpp:
    //OutText = OutText.Replace(TEXT("="), TEXT("%3D"));

    It now works...

    Leave a comment:


  • replied
    Originally posted by kodmistrz View Post
    Hi,
    this plugin is awesome and thank you for developing it!
    But I have a strange problem with Parse integration. It works on Windows but on Android no... Other JSON requests work good on Android... How can I resolve this problem?

    Thank you.
    It seems to occur only when I do HTTPS request... For example http://facebook.com works but https://facebook.com doesn't work... So Parse.com (because only support HTTPS) doesn't work on Android...

    Leave a comment:


  • replied
    Hi,
    this plugin is awesome and thank you for developing it!
    But I have a strange problem with Parse integration. It works on Windows but on Android no... Other JSON requests work good on Android... How can I resolve this problem?

    Thank you.

    Leave a comment:


  • replied
    > If you're using plugins and want to package them you must switch you project to "C++ game".

    So this is a pretty vital piece of information I was not aware of since this is the one and only plugin I've used. I couldn't get this working for a week You should mention it on the github page.

    Leave a comment:


  • replied
    Legend, I'll try to commit once I have to skill set.

    A belated Merry Christmas (if applicable

    Best,
    James

    Leave a comment:


  • replied
    Originally posted by Minxies View Post
    Can't wait to get my hands on this!!

    Thanks so much for exposing this kind of functionality to us that are C++ impaired!

    May I ask, is this tested on mobile platforms (Android, iOS, HTML5)

    Thanks,
    James

    Hi Minxies, I cannot verify iOS or HTML5, but I have just tested my project out on Android and confirm that it does work there.

    Leave a comment:


  • replied
    Can't wait to get my hands on this!!

    Thanks so much for exposing this kind of functionality to us that are C++ impaired!

    May I ask, is this tested on mobile platforms (Android, iOS, HTML5)

    Thanks,
    James

    Leave a comment:

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