Well there are some files in the Source directory for sure, now how to recompile them ? No .sln file to open and compile the whole thing…
Maybe it’s specific to Unreal, any way to do this ?
Well there are some files in the Source directory for sure, now how to recompile them ? No .sln file to open and compile the whole thing…
Maybe it’s specific to Unreal, any way to do this ?
I am using a source build of the game engine … so initially I right-clicked on the .uproject of my game and then switched the game to the right version. When I opened the project it asked me to compile the plugin, proceeded to compile it and although I got an error … it still opened the game and still seemed to actually compile the plugin.
I then opened Visual Studio and built the Development Editor for the game as well as the Dedicated Server. Primarily because I need the dedicated server for my game.
Finally I packaged my project and ran some tests … the plugin is working as expected and I checked this by watching the plugin hit my web-service and then watched the game client get the information back and put it in a read-only field.
So this seemed to work for me and all my tests worked.
Ok so the source built is needed that’s what i expected, no way to do it with a simple blueprint project (my sandbox).
I’ll give it a try, thanks
I can tell you, it 100% loaded my project fine with the plugin in the project folder in 4.8.0 preview. I didnt rebuild the editor to do it.
I simply put the plugin into a created plugins folder in my project.
When I went to open it in 4.8.0 i chose convert in place and then it converted and rebuilt my project on its own. Took about 3 mins and loaded the project without issue.
Perhaps if you’re using a blueprints only project its why you’re not getting the same results I am. In the project (in 4.7) go to file, add c++ class and add an empty class. I did this on mine and it rebuilds when I open in a different editor version, including 480. You can right click your project file afterward and try regenerate project files or whatever as well.
Good luck
Hey,
I managed to get it working, indeed it was because i have a BP only project, so here is what i did :
Thanks
qdelpeche & Arceuid, Kudos & Thumbs Up! I was able to convert my Blueprints Only project into C++ version with a little relabeling and file moving. I had to manually create ‘Plugins’ folder in the project folder. I rebuilt JSONQuery the Plugin and its now working like a charm. However, I suspect those who don’t compile the source will require it to be rebuilt. In the interim, I’m hosting the rebuilt until Stefander can update the official download link on the initial thread.
[JSONQuery4.8 SIZE=5](https://www.arcadekomodo.com/downloads/UE4/JSONQuery4.8.zip)[/SIZE]
You can also use the migrate tool between projects, this is what i did with mine because i need a dedicated server, migrating the maps took all the required files, working like a charm after
Good idea to share the updated version btw
@Seifu38, yes ty for testing it out. suppose to be able to do that.
I haven’t worked with this plugin yet, but based on the responses, it is really promising.
With this plugin you can basically create; your own save game backup portal - when user switched to a new device, downloaded your game, and with little given param, they can download their saved game from your portal and continue the game where they left from the previous device.
This also, perhaps one of the best solution for ‘Restore Purchased Item’.
But I would recommend PDO/ PHP5 at least for production/shipping.
Just be careful with your MySQL there … you are open to SQL injection, which could be bad for you. Just a tip. 8-}
Agreed. Do not send SQL instructions directly in the GET/POST Request. Your Request Handler should have the necessary logic to query the database on the server side.
Hi Guys,
I recently switched to 4.8 and like at least one other person, I’ve noticed that Fiddler is no longer seeing any http traffic from Unreal. I suspect this can be resolved with a setting change in Fiddler because the traffic is obviously occurring, just not being seen. Unfortunately I haven’t been able to figure out what this setting might be. I was wondering if anyone else has seen/solved this issue and if you could share what you did to fix it?
Thanks in advance!
Hey - great plugin. Is there any way to send a GET request with parameters like the POST does? I had a look at the source and it seems like GetRequest is just static and creates a blank UJsonFieldData instead of writing the from an existing one like PostRequest does. Might try to hack it in myself if that’s the case.
Not sure why you would want to send in a GET Method. The GET Method contains variable/value pars appended to URL itself ie: [FONT=Courier New]https://www.mywebserver.com**?var1=val1&**var2=val2. The solution is to convert the format into the GET Method Variable/Value format. If its a large amount of data and the hierarchy needs to be maintained to the server, I recommend using the POST Method.
True. I am used to attaching parameters to ajax requests in JS where it will automatically convert an object into parameters, but I suppose it doesn’t make too much sense to convert it to only to convert that to URL values.
Hello, I installed the 4.8 to a test map, and when it restarted so it could use the plugin I got a "plugin failed to load because module jsonquery’ does not appear to be compatible, the plugin may need to be recompiled’. Using latest version of unreal (4.8.1). When installing the plugin it said in the top rihgt it was version 0.9. Any suggestions? Thanks all.
It will need to be re-compiled with the new version. I’m still on 4.8. I fixed the core issue with following instructions.
Greetings all!
I am able to read data when using this plugin, but I am having trouble with the Posting . Below is the blueprint I am using: Any tips?
Is there any example how to post request for C++?
Just an ask, is there any way to do this yet?
If not, can you point me to the place in the code where I can copy the POST node and modify it to do PUTS and DELETES? Or even assist with adding it if possible… (im not a C++ coder)
Please and thanks!!
WARNING - Unreal 4.8 has built in already.