I’m trying to create a custom blueprint node that will handle REST API actions, like a blueprint version of the curl command.
From the editor, I selected to make a C++ class, inheriting from UBlueprintAsyncActionBase. I implemented my class and got it to compile. The class has a static function that returns an instance:
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "headers"), Category = "HTTP")
static UHttpRestNode* RESTAction(
FText url,
TMap<FString, FString> const& headers,
ERestOp Action = ERestOp::GET);
I expected to the blueprint editor right-click menu to have a category “HTTP” that would allow me to create a node, RESTAction, but I don’t.
I’ve restarted the editor, as well as clearing the Intermediate and .vs directories and rebuilding the project solution. Still don’t see my custom blueprint node.
All the tutorials I’ve found seem to assume you’re creating a custom blueprint function, not a custom blueprint node.
Edit: Additional Info
I don’t see a “Compile” Button in the editor.
Unreal generates C++ headers and footers for any class I create using the editor, but they don’t show up in the Content browser.