Events not firing
I’m having some trouble with the response events, in my game instance class everything works as expected. However in my player state the complete / fail events don’t fire.

Events not firing
I’m having some trouble with the response events, in my game instance class everything works as expected. However in my player state the complete / fail events don’t fire.
VaRest Log’s requests on my Dedicated Server…
LogVaRest: Request(json): POST 127.0.0.1:27017/Auth
JSON({
“Email”: “Email”,
“Password”: “Password”
})
The problem is this is sensitive data. And if other players host a dedicated server then the hosts will see the passwords of other players. Is there anyway I can silent the log for requests or specific requests?
Hey
I try something really simple…
I send a request to a server and want just to return the content of this webpage, but i cant get it working.
-Khayalan
How would you take the “response content” of a POST request and attach it to a global variable?
Like for example, your POST to my login on my server with a valid username/password, it comes back with a response that looks like:
I want to somehow take that “token” value and attach it/set it to a global variable called “Token” to be pulled in later GET requests via Set Header as it used for the JWT auth system I have on the server and it would need it for subsequent requests to the server to authenticate valid GET requests in the header.
This is a screenshot of my current blueprint for the POST request, I am not sure what I could do as far as taking the response content and formatting it out to just pull in the token value?
I have 3 returned results coming from an SQL query - they are stored in the JSON object as follows - i can echo them all via php and show them on a web page - but i cant seem to access them in UE4 from the response object - how can i get the response object as an array and iterate it?
//DB ACTION
$result = mysql_query("SELECT * FROM characters a, accounts b WHERE a.accountid_fk = b.id AND b.username = '$username'") or die("Failed to get characters database ".mysql_error());
if (mysql_num_rows($result) > 0){
while($row = mysql_fetch_assoc($result)) {
$Name = $row'name'];
$array] = array(
'Status' => "1",
'CharNames' => "$Name"
);
}
}
$json = json_encode($array);
echo utf8_encode($json);
in IE:
SOLVED
Properly returning & using json object with arrays inside of it:
Hello guys,
I want to know is it possible to use OAuth 1.0 with this plugin ? and set Consumer Key & Consumer Secret
I can not find construct parse request.
Does this plugin give access to cookies as well ?
Hello, Is it possible to live stream game via this plugin?
I am missing access to response bytes or atleast FHttpResponsePtr. It is stored only in local variable (VaRestRequestJSON.cpp@457). I am not sure if there is some other way to access response bytes as some of my calls are returning byte stream and I need to parse it.
Hello, I use VarRest for my project (Blueprint) but I can’t export to HTML5 or even launch to this platform… Can you help me ? Please I really need this amayzing work…
I cannot get the 4.19 source from github to compile (I only need windows x32&x64 not all the linux/iOS/android bs)
Edit: I fixed it.
Hmm… okay, so I hit an issue, not sure why it is an issue BUT:
I am trying to get a bunch of stars from a mysql databas, via PHP in JSON format to UE4.
The webpart works, UE4 gets the data so everything works.
Up until I try to loop through the data UE4 received.
SO the data is sent in the following format:
{
“stars”:
{
“n”:“starname”,
“t”:5000.0,
“x”:1,
“y”:1,
“z”:1,
“v”:1
}
]
}
the array has 5575 elements (stars)
an image of the blueprint:
[ATTACH=JSON]{“data-align”:“none”,“data-size”:“large”,“data-tempid”:“temp_139251_1527802320210_778”}[/ATTACH]
so when it runs - it crashes UE4, nothing is printed (UE4 freezes before the crash) and then it tells me that I exceeded the max number of UObjects (set to 8+ million)
In otherwords - how on earth is this creating 8+ million UObjects when it is supposed to loop no more than 5575 times?
Thanks
I admire this article for the well-researched content and excellent wording. I got so involved in this material that I couldn’t stop reading. I am impressed with your work and skill. Thank you so much.
I urgently need missing Linux binaries for 4.19.2.
They are missing, even when building from the github source. Please ASAP I have a live game with paying users relying on this.
Is it possible to convert an asset reference and store that as a string? Kind of like the “Export as JSON” for the datatables". And also then read the json string value and convert that back again to an actual texture reference.
Edit: I got it working, had to do a few small c++ blueprintlibrary functions for this.
Amazing Plugin!
I tried to create a full blueprint project Only using this plugin.But when I package / build, the error like “Visual Studio 2017 must be installed in order to build this target” showed up .How can I solve this problem?Thanks.
Also when I tried to package IOS,these showed up:
Remote compiling requires a server name. Please specify one in the Remote Server Name settings field.
How can I build/Package my project without Installing VS2017 or a MAC ?
Thanks.
This is great. Exactly what I needed. Bumping the version to 4.24 any time soon? Thanks.
Update is on the way. We’re wainting for plugin to be reviewed by Epic.