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

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    ufna,

    Great plugin, and good to see it as an engine plugin now. However, I ran into a small snag. I am working off the latest engine source code (unrealengine-master on Github). I added your plugin because it simplifies using REST calls, but when I go to compile I get the following:

    Epic
    Games/4.10/Engine/Plugins/VaRest/Source/VaRestEditorPlugin/Classes/VaRest_BreakJson.h(27)
    : Property is exposed to the editor or blueprints but has no Category
    specified.

    I made a temp fix by just adding the category property to the affected code and it compiled fine. I've noticed this problem with another plugin and fixed it the same way. I realize that I am not working with a supported engine version; but, I would imagine that if I compiled 4.11 from source with your plugin it would do the same. (currently I use 4.11.2 from the launcher install, not source, so it's not an issue as yet).

    Comment


      Can this plugin be used to parse xml instead of JSON.
      I hava a webservice in a server and set a url request.The return value of this request is a xml instead of JSON format.
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      Comment


        I still can't figure out why I can't build my project since I installed the plugin. I tried an empty project and built it fine and then once I install the plugin via epic launcher it fails with an unknown error.

        Comment


          I get the same unknown error when packaging for HTML 5 with the plugin enabled. Packaging for Win64 works fine with the plugin enabled and disabling the plugin allows packaging for HTML 5.

          I am using the plugin, installed from the marketplace, with UE 4.11.2 provided by the launcher.
          Last edited by Chance; 05-29-2016, 01:15 PM.

          Comment


            Originally posted by mayaping View Post
            Can this plugin be used to parse xml instead of JSON.
            I hava a webservice in a server and set a url request.The return value of this request is a xml instead of JSON format.
            Currently xml is not supported, but I think I'll add it soon

            Originally posted by mfaced View Post
            I still can't figure out why I can't build my project since I installed the plugin. I tried an empty project and built it fine and then once I install the plugin via epic launcher it fails with an unknown error.
            What's in the log files?

            Originally posted by Chance View Post
            I get the same unknown error when packaging for HTML 5 with the plugin enabled. Packaging for Win64 works fine with the plugin enabled and disabling the plugin allows packaging for HTML 5.

            I am using the plugin, installed from the marketplace, with UE 4.11.2 provided by the launcher.
            I'll check it this week.
            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


              Is this plugin going to get updated to 4.12 and if so ETA maybe? Thanks

              Comment


                Originally posted by OSIAS View Post
                Is this plugin going to get updated to 4.12 and if so ETA maybe? Thanks
                I've sent request to Epic team for plugin update, but you can use the Github plugin version any time (it's fully compatible with UE 4.12)
                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


                  Greetings,

                  I noticed the Plugin has a "Set Number Array" node. I couldn't find any documentation about it. What "Type" should I use in the MySQL database for this node?


                  Edit: Is this node even working correctly? If it's passing an array then it's definitely not working.
                  Last edited by Nightasy; 06-11-2016, 01:45 AM.

                  Comment


                    Originally posted by Nightasy View Post
                    I noticed the Plugin has a "Set Number Array" node. I couldn't find any documentation about it. What "Type" should I use in the MySQL database for this node?
                    It sets array of float numbers.
                    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


                      Why don't we try and have Epic integrate this into the engine? I have a friend coming out with something big for multiplayer game devs.

                      Comment


                        Hi ufna, thank you for the great plugin!

                        Is there a chance to execute a request and parse the feedback in Construction Script?
                        I've been trying to achieve this using different methods but I haven't got any luck with it.

                        In Construction Script I can get the VaRest log results displayed in the console, but I can't parse the data.
                        In "BeginPlay" works perfect...

                        thanks!

                        Comment


                          You should be able to send request in Construction Script, but response will be retrieved during game's Tick's. How do you bind response handler in construction script?
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                            Hi xulture,
                            that's my problem, even not being able to deal with the response handler, the VaRest plugin fires a log line where it shows that the data is there (in Construction Script)... I'm trying to find a way to parse this data (I know it's not designed to work like this, but either way the data is there). I need this because I'm trying to get some arrays from a JSON to make a procedural level.
                            It's "tricky" (or should I say boring?) to work with the data and test the results with the BeginPlay event.. I can work with it, but it's a limit in the workflow for this part of the project.

                            If it's impossible, I'll stick to the BeginPlay event... but as it seems something "possible", I have to ask.

                            thanks

                            Comment


                              It is possible --

                              Create a function that will handle response, something like this:
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                              Then, bind this function in your Construction Script blueprint, after you create request:
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                              • Follow me on twitter
                              • Visit our website traverse.world
                              • Checkout our game's forum thread

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                                wow, i've tried almost everything to make it work, but I wasn't aware of how the "Create Event" worked.

                                You've made my day!

                                a thousand thanks xulture!

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