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

Thank you for this plugin. Would be great if you fix it to work for HTML5 export.

Hi everyone,

I am new to UE and using VaRest and blueprints. I have a class assignment that I am trying to do but I am a little bit lost. How does one go about connecting an online database and using the blueprints to show the data (if this is even possible). I am using some coral data and what I plan on doing is adding in the data from kibana (online hosted server with the database I am using) and plugging it into UE for real time data usage. I am watching a tutorial video but still a little bit lost. Any other resources besides the forum and the wiki?

Thanks!

It’s very unstable but Socket.io plugin is VAREST -> NodeJS
[Plugin] Socket.io Client - C++ - Epic Developer Community Forums

Thanks… I’ll check it out… Missed the forum post!

teak

Hi, I need to make a project using UE 4.16, but the VaRest it is very importante to my project, but I need rebuild to UE 4.16 to run. How can make it?

Thank You

See How to manually build plugins? - Plugins - Epic Developer Community Forums answerhub answer for a short walkthrough.

Hello Guys,

I have just discovered and installed this awesome plug to my Editor.
I have been long away from UE4 so I might made something mindblowing stupid (frankly based on a YT video about this plug) and i cannot figure out what is the issue.

Here is my BP for the plugin so far, it assembles a request and sends it to my locally installed wamp.

The php serverside code does only:

<?
$response = array();
$response’key’] = “works”;
echo json_encode($response);

file_put_contents(“data.txt”,serialize($_REQUEST));
?>
Unfortunately the serialized request is empty and containing: a:0:{} instead of containing the JSON data.

Why is that? How can i fix that?

Update:
I installed wireshark to verify what data was actually sent to the backend. All the JSON data is in there, there will be an issue with my php side code or wamp config :slight_smile:

Update2: for the record :slight_smile:
Php thrown away the entire json data of the package due to the json type. Reverting back to x-www-form-urlencoded type solved zhe issue and php populated the $_POST array.

Is there any solution to the html5 packaging with the VaRest plugin? I mean I installed this plugin mainly because its compatible with html5 (as it was advertised…) and I worked a lot with stuffs for just to find out that I cannot package it and there is no answer to that… I dont understand what the problem is with packaging. I see some “solutions” involve using the “unrealfrontend.exe” but I get only errors. Has anybody managed to package a project with VaRest?

Reported an issue on github, this version fails when building/packaging the shipping release build.
https://github.com//VaRest/issues/105

Edit: Seems to be a simpel solution. This problem is solved by opening VaRestPlugin.uplugin and changing engine version from 4.11.0 to 4.16.0 and this allows the shipping release build to complete without errors.

Hey,How can i use this to get result from my endpoint ?
For exemple my endpoint is http://test.com/test/
It returns {“data”:{“errors”:0}}

how can i use blueprint to get errors:0 ??

Just an off the wall question as it kind of sort of pertains to VaRest (or at least, would use it)… but how would I go about getting an individual (would prefer random) stock price? heh… it is not our duty to ask why, but our duty to just do. :stuck_out_tongue:

please can anyone make source compatible with 4.16.2 ? Thx

Thx that works :smiley:

Hmm I am attempting to test out VaRest with UE 4.17 Preview-2 with no luck compiling the plugin so far.
Any advice? Getting some compile errors in VS:

"
Error C2039 ‘bIsArray’: is not a member of ‘FEdGraphPinType’ Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 72
"

"
Warning C4996 ‘UEdGraphSchema_K2::SetPinDefaultValueBasedOnType’: SetPinDefaultValueBasedOnType is deprecated due to confusing name, call SetPinAutogeneratedDefaultValue Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 184
Warning C4996 ‘UEngine::GetWorldFromContextObject’: GetWorldFromContextObject(Object) and GetWorldFromContextObject(Object, boolean) are replaced by GetWorldFromContextObject(Object, Enum) or GetWorldFromContextObjectChecked(Object) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestPlugin\Private\VaRestLibrary.cpp 73
Warning C4996 ‘UEngine::GetWorldFromContextObject’: GetWorldFromContextObject(Object) and GetWorldFromContextObject(Object, boolean) are replaced by GetWorldFromContextObject(Object, Enum) or GetWorldFromContextObjectChecked(Object) Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. Game H:\Unreal Projects\Game\Plugins\VaRest-develop\Source\VaRestPlugin\Private\VaRestRequestJSON.cpp 228
"

Basicly there are a lot of deprecated variables in struct FEdGraphPinType :

private:
/** DEPRECATED(4.17) Whether or not this pin represents a map of keys to values */
UPROPERTY()
uint8 bIsMap_DEPRECATED:1;

/** DEPRECATED(4.17) Whether or not this pin represents a set of (unique) values */
UPROPERTY()
uint8 bIsSet_DEPRECATED:1;

/** DEPRECATED(4.17) Whether or not this pin represents an array of values */
UPROPERTY()
uint8 bIsArray_DEPRECATED:1;

" DEPRECATED(4.17, “Use version that takes PinContainerType instead of separate booleans for array, set, and map”)"

Solution:

In VaRest_BreakJson.cpp (72)

Change:
bool bIsArray = Pin->PinType.bIsArray;

To:
bool bIsArray = Pin->PinType.IsArray();

This seems to work. Still has a warning tho:

Warning C4996 ‘UEdGraphSchema_K2::SetPinDefaultValueBasedOnType’: SetPinDefaultValueBasedOnType is deprecated due to confusing name, call SetPinAutogeneratedDefaultValue Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. \VaRest-develop\Source\VaRestEditorPlugin\Private\VaRest_BreakJson.cpp 184

I mean obviously the more important question is how do you set your blueprint background to a cat?

get bool field is always false. is that intended?

My Response Content is always empty on 4.18? anyone having this same issue?

I have a problem, my json object does have the good format, but on my $_POST (yes in php) i don’t have params which is arrays.
Is any problem with passing arrays ?

[EDIT] I found a solution : encode as json string my object containing array then pass it to a string field of the request object. And on the server side, do a json_decode and assign the return value to $_POST

Yes, it’s a deprecated field now. For valid responses use ResponseObj->Decode

So what happened to all the PARSE nodes for blueprints?
I can’t seem to do anything related to Auth or PARSE.
Trying to learn these systems and not sure how to implement what I need now in UE 4.17.2