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

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    #46
    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...

    Comment


      #47
      Thanks for bug reports, guys! I've added them to issues list and will check it soon.
      Developer. Bass player. Cats owner. Unreal Engine addicted. Check my.alyamkin.com
      [Plugin] VaRest - REST API with blueprintable JSON plugin
      [Plugin] VaTexAltas - simple way to use texture atlases for UMG

      Comment


        #48
        Does this work with the 4.7 preview?


        Comment


          #49
          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

          Comment


            #50
            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.

            Comment


              #51
              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

              Comment


                #52
                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?

                Comment


                  #53
                  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.
                  Developer. Bass player. Cats owner. Unreal Engine addicted. Check my.alyamkin.com
                  [Plugin] VaRest - REST API with blueprintable JSON plugin
                  [Plugin] VaTexAltas - simple way to use texture atlases for UMG

                  Comment


                    #54
                    So with this plugin i can sent GET requests to my server? Can i also get data from my server?

                    Comment


                      #55
                      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.

                      GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                      Comment


                        #56
                        Hello ufna, looking forward to the 4.7 version. Unfortunately, I cannot run the 4.6 version
                        GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                        Comment


                          #57
                          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.
                          Current Project: Shadow Over Isolation

                          Comment


                            #58
                            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
                            Clifford Brock

                            Gamer / Tinkers with MMO Kit
                            Game: Claws&Paws

                            Comment


                              #59
                              @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.
                              Quinton Delpeche
                              Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

                              Comment


                                #60
                                @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.
                                Quinton Delpeche
                                Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

                                Comment

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