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).
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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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.
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 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.
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…
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?
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.
Biggest trick is that signature of the function that handles event has to match parameters that Bind Event expects (in this case, VaRestRequest object reference)
Ran into an issue when trying to save “Va Rest Json Object” into a game slot. It will initially create the object but the save file will just save it as NONE. I am still learning but I assumed i could save any type of data via “SaveGametoSlot”. Could anyone clear this up for me? Is there another way? Only option i can think of is to save a JSON as a string into the game save slot.
Great Plugin otherwise and thanks in advance for the help.
Hey! I might be missing it but I don’t see a way to do what I am looking to do (and it is called VaRest so it might not even do it ). I have a socket.io server that is returning a JSON object. I am using the socket.io client to get the data (see here [Plugin] Socket.io Client - C++ - Epic Developer Community Forums) but it only brings it back as a string, so I really just need to parse my string versus working with a response object.