Waiting for a 4.17 version
Well, I canāt make it go any faster, Iāve already send the updated plugins to Epic, youāre waiting for them to publish the updated plugins to the marketplace.
It can take 2 days, it can take 4 weeks. I think it will be done in 1-2 weeks from now, but donāt quote me on that.
Ok thanks!
Plugin updates are really important when it comes to engine releases.
Is there any way to make this process any faster?
Something we can do maybe?
As far as updates for 4.17 plugins, Epic seems to be frozen in the headlights. From all indications, nothing is getting through. Progress on Marketplace submissions has also ground to a halt. As far as I have found, Epic has not made any public statement on this issue and it appears to me that there is a systemic problem currently.
Iām eager to move to 4.17 as well, but until Epic clears their apparently log-jammed pipeline, patience is the only option.
Nothing āweā can do. If he submitted it to Epic, then just waiting is the only thing. I donāt think Epic will just blindly release something. Even if its an update to an existing item. They still need to test that its not malicious, broken etc⦠before releasing it.
If the plugin is ready as he says, heās done his part (thanks).
However, people can manually add the plugin if he releases a download of it somewhere Iād think like other plugins released for free or bought of Gumroad etc⦠so not sure if thats a possibility.
Otherwise, make a copy of your whole project folder and label it as 416. After convert the original to 417 and launch it. See the errors for the missing parts when it starts up that use the plugin. If its not too many places⦠you can redo those manually without using the plugin nodes.
Anyway, to add to that:
Thereās nothing you or I can do, itās in Epicās hands. You could send en email to them, but I doubt it will make a difference.
Also, thereās always a slowdown on everything during a new engine version. This has happened in almost every previous engine updates as well (4.14, 4.15, 4.16, etc).
Usually it takes between 2-4 weeks for Epic to process it all, so, it makes sense to just wait 2-4 weeks before using the latest engine version.
Also, why the rush for 4.17? What difference will 4.17 make in your project? Iām sure your project will be fine when having to use 4.16 for another 2-4 weeks.
Sometimes its just bad timing/circumstance.
I have a game Iām trying to put a massive update out for. I was stuck on 4.12 forever building custom VR support. Finally moved to 4.15 and converted a lot of stuff to native support. Figured Iād up to 4.16 while its current to keep it current.
Did that. Did a couple weeks worth of work, only to discover something simple like scroll bars in widgets donāt work in VR on 416 but they did in 415. Not gonna revert back but it breaks all my menus. Its fixed in 417 though so upgraded not realizing I used one node from your plugin⦠heh. The get all child widgets one. Which also broke all my menus when it wasnāt present.
Otherwise though I agree. First time Iāve ever been on the current version or anywhere close to it. feelsā¦wrong.
Yeah I know what you mean, itās kinda sh*tty that you have to upgrade to the next major version for bug fixes, especially since new major versions usually add quite some new bugs as well.
Looking at the 4.17 bug reports isnāt for the weak (https://answers.unrealengine.com/questions/topics/4.17.html), although I donāt know how many of those are for the 4.17 preview versions and how many of those are for 4.17.0.
Anyway, in your case, if you just use the LE Extended Library, you could use the source version of it (https://codeā¦com/Applications/Plugins/UE4/ExtendedStandardLibrary) for the time being.
Just convert your project to C++ (if it isnāt yet), then add a Plugins folder, then add the plugin to that, then right-click your .uproject, click on āGenerate Visual Studio / XCode project filesā, and then you can open your project as usual and it should be using the source version of the LE Extended Standard Library then.
Saves you a lot of waiting during every new major engine version update.
Thanks man!
And yea⦠I only updated a few days ago, not looking forward to building or doing another complete test and finding out whats newly broken
Fingers crossed its not much for me, at least my menus work again now.
Yea⦠417 is unstable as hell. (nothing to do with this plugin) just thought Iād share.
I managed to package the project which surprised me a lot⦠not finished yet, just figured Iād get the bad news early.
But im crashing like 15 times a day now⦠on 415 and 416 only ever crashed working with large structs. Now its crashing if I do something simple like remove a mesh from a level, or update a default varaible value. Not even crashing on compile, just crashing literally when i click in a text field or something like that. nuts.
Also have to recompile bp classes for no reason. Getting constant errors that children donāt inherit from their parents and cast would always fail. But they very much do inherit from the designated parents. A compile of the parent resolvesā¦sometimes.
Would recommend anyone looking to upgrade to wait a bit longer. Good luck
Thanks for the info.
Iām stuck on 4.14 and could not upgrade to 4.15 or 4.16 because of the bugs I encountered (mostly mobile related).
4.17 solved the problems and added a few more things I was looking forward to (like better metal support for ios).
No rush (yet), but Iām unable to use the improvements 4.17 is currently promising and has better solutions for me than 4.14, thatās all
All LE plugins should now be updated and available through the marketplace for 4.17.
is there an example project?
I own all Your plugins.
I am trying to read json objects from a http GET. I got a response with a valid json object.
In found object i get 2 objects that are json arrays⦠in each of those i get another object arrays and in those there I ahve 2 values.
however its best if i get those values as string and jsut split them into 2 floats. it will be 2 for each loop less in the process.however I dont know how to get it as I get always the default empty value from get as string
I owuld really use some tutorials, documentation or example project.
I am getting Bitcoin Orderbook from an exchange to run some data analytics on it.
Edit @ 15-10-2017
I managed to do a lot of stuff on thsoe plugins. Acuytally everything I wanted to do is working Amazing library!
to unix timestamp is pretty useless as I cant use it as string URL param. And I must. there is no blueprint node to convert it to string or int.
Another thing⦠I can generate a sha-512 signature. But how to input a string key to SIGN WITH ?
Ehm what.
Well, first of all, the new forum didnāt send me an email, so my reply is a bit late because of that.
Anyway, so the JSON and HTTP functionality is working?
Timestamps can be converted to a string if I remember correctly, there should be a blueprint in the LE Extended Standard Library for that (something like Date To String or something similar).
SHA-512 (or any SHA algorithm) just creates a hash of the given data, there is no signing with SHA, I think youāre thinking about a different algorithm.
Yes. LE plugins are absolutely priceless! The number of calculations and amount of data I must process is much i was afraid It will be extremely slow, but thanks to LE entire life cycle of app is around 2.5-3 ms.
I managed to get UNIX time by making simple timespan reduction form datetime now and then taking all seconds to now - its in standard library. LE makes a timestamp conversion to unixtime but in a leunixctime type that allows only 1 operation⦠conversion back to standard date. i cant take a string out of it for some reason. just a heads up. I still got around it but I found it strange.
What I am looking for is:
sign = hash_hmac(āsha512ā, $post, $secret); <- so a HMAC standard signature function with a sha521 key in format XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX I also Dont know if I am setting the header rightā¦
because the api example say
headers = array(
"API-Key: " . $key,
"API-Hash: " . $sign,
);
And Iām using the SET HEADER node with type API-Key and value of the key string, and second node with API-Hash and value of ā¦now heres the problem i cant make the signature I dont know if I can set more then one header? If they dont overwrite I got a reply of 400 - that means at least one parameter or heder is missing. There are other errors for bad values in parameters. I know I am using parameters right, as I have a working example in C#.
For the second API I must do a JSON Web Token (JWT) with JSON Web Signature (JWS). However the documentation is clear and I can construct a string JSON or construct a json with the LE plugin. Unfortunately this one as well require to make a signature: HS256 = HMAC-SHA256 hash_hmac(āsha256ā, $base64urlHeader . ā.ā . $base64urlPayload, $apiKey, true);
However the documentation gow an error and they use sha1 instead of sha256 It also require to code the signature with base64URL.
Last website api is the same as first: The parameters of every API call must be signed to create a HMAC signature. The secret key component is used as the input to the SHA512 method. This ensures that even if someone learns the public key component, they will still not be able to send API calls.
If there is way to use HMAC in LE already I would apriciate if you tell me If not. I would be more then happy to pay someone to extend the library of those functionalities.
Are you supposed to set the data as HTTP headers? In that case, could you make a screenshot of how you did that? Because you shouldnāt add the ": " in blueprint (because that gets added automatically), so it should be key āAPI-Keyā and value āabcdeā.
Anyway, base64url is just a base64 string with every ā=ā removed and every ā+ā replaced by ā-ā and every ā/ā replaced by ā_ā. You can do this in blueprint as well (with replace string blueprints).
Lastly, I could add HMAC to the LE Extended Standard Library, but it would cost me roughly 500 euro. So for 500 euro I could add them to the plugin.