Query

@Stefander: I just want to thank you for this awesome plugin. I recently encountered issues on Linux with the other plugin (don’t want to mention the name as it is irrelevant), so I switched over to yours.

2 hours work later, I have your plugin working 100% with my Java based web-service and happily compiling and working under Linux (I am still doing some tests, but it seems to be working).

Thank you very much … this has been an absolute breeze to use and to replace the other plugin. 8-}

Got this working. The plugin doesn’t package with games unless you have the Visual studio built version of UE4. If you have the standalone executable UE4 editor, it won’t be able to package your game if you use this plugin. I guess because once you add the plugin to your UE4 editor, you need to rebuild UE4… but you can’t from the standalone version.

I had to download the ue4 code from github and build it in Visual Studio (after adding the plugin to the plugins folder). Then open the editor from binaries folder of this instance of unreal in order to build my game. Since I’m using blueprints and no C++ it wouldn’t build in this version of the editor. I found a thread online where someone had a solution to this. If you go to file, add c++ code and choose none as the class… then add it… finally it will let you build your package from here.

Might be worth mentioning on the main page of the plugin that UE4 editor built from source is required to use it and the standalone download wont let you package it, so people know to get that ready. Also as part of the installation, rebuilding UE4 in visual studio after copying it to the plugins folder should be done. I ended up using the plugin throughout portions of the project… would have been a pain to go through and remove them all if I didnt figure this out.

Thanks!

@qdelpeche: Thanks so much for the kind comment, means a lot! Glad this plugin could help! :smiley:
@thankstipscom: Happy you were able to figure out where that came from! I built this plugin in my spare time and I didn’t have a whole lot of time to test thoroughly on all setups, so I admit I didn’t see that one coming… I’ll add a headsup to the main post, thanks man! :slight_smile:
@antsonthetree: Thank you for the suggestion, that didn’t even cross my mind! I’ll try to work something out! :smiley:

@Stefander: I can confirm this works 100% in Linux on both a Client and a Dedicated Server basis. Add that to your main page … some of the other plugins can’t do that. 8-}

Hahaha thanks man! Will do! :smiley:

Is there HTTPS support?

As long as it’s a valid URL, the protocol doesn’t matter, so yes :slight_smile: If you don’t specify the protocol, HTTP will be used.

Stefander: Quick question … not sure if it has been covered already. Can you specify custom headers for the request?

For instance I want to specify a header of “REQUEST_TYPE” with a value of “foo” … is this possible?

Hello Stefander. Thank you so much for taking the time and effort to improve and maintain this plugin. I just tested it out last night, and it is working wonderfully.

Regarding a previous comment in this thread, stating that you must recompile the engine from the source with the plugin in order for it to be able to be packaged – I believe if you have the plugin in the PROJECT folder, and not the ENGINE folder, then it will package.

See the answer here: https://answers.unrealengine.com/questions/72781/unable-to-run-community-plugins-when-packaged.html

What project folder are you referring to? If you’re talking about the specific project that you’re working on then if you read my original issue, I state that I tried that:

"…but when I package the game… then run it I get this pop up error and the game never loads

" Plugin “JSONQiery” failed to load because module ‘JSONQuery’ could not be found"

I created a folder in my project called plugins and put the plugin in there.
But then when I try to package again it says it cant because the plugin already exists in the main unreal engine editor folder…"*

I didn’t delete it form my engine folder and only have it in my project folder to try and rebuild that way because I’d already used it in a bunch of places. I didnt test it but my guess is that it would say missing plugin a million times and cause me lots of grief if I deleted it from the engine folder after using it from the engine folder. So at the very least, the user should know before using it at all, to put it in their project folder right off the hop. But they will most likely foget why tehy can’t use the plugin in another project afterward.

In either case if its in the engine folder you CAN NOT build your project even if you put a copy in the project folder because it errors over it being a duplicate plugin so if the user must delete the plugin from their engine folder and keep a copy of it around to paste into every project that would use it, that’s not a very efficient solution in my opinion.

I agree, not a very efficient solution. Not really a solution at all, just a workaround until Epic provides some additional support for packaging third party plugins. I haven’t tested this, but I will soon as I plan to use this plugin in my current project.

Version 4.7.6 breaks in 4.8:(

Breaks in what way … can you provide more information … cos just saying it breaks isn’t really helpful.

Thanks.

I think he means that the plugin needs to be recompiled for 4.8 because projects are not loading with the old version :slight_smile:

My apologies for the vagueness. That is correct. Requires recompile for 4.8.

Agreed. And unfortunately I can now report that I HAVE tested this. And it **DOES **work. Something went screwy with my 4.7.6 source build. All game aspects worked except animations all disappeared when playing standalone or packaging. Still present and connected just… not applied when playing.

I got the standalone version of 4.7.6 and this didnt have the issue. So I’ve had to carry on with the standalone…and yes… have had to remove the plugin from the main engine folder and put it into whichever project I’m working on separately. Not a huge hassle. Just something people should be aware of as you mentioned, if they’re using the standalone client.

Since I was always on the standalone before, It did take me a day to fully get the source code, figure out how to build it and then figure out how to rebuild my project to work with it… I would have preferred the work around hassle to that one, honestly but after starting down that road I needed to finish it, so figured I’d share my experience here.

But yah, for those with standalone, putting it into individual projects is probably the best option indeed. (in the root folder, (not content), create a plugins folder and then paste the JSONPlugin folder there…thats it)

Is there a way to get this plugin working for 4.8 or should I wait / will this get recompiled?

you could try what I suggested just above. not sure if it will work in 4.8.0 ( I actually was able to open my project which uses the plugin, jsut fine on the 480 preview. I reverted though because snapping objects doesnt work in 4.8.0. So my characters couldn’t hold their weapons anymore. Not upgrading til thats fixed).

put the plugin into the project folder and remove it from the editors plugin folder totally.

Hello,

Putting the plugin into the project isn’t working on 4.8, the engine simply says it’s not compiled for the right version.

Any way to compile it with the few sources that we have in the plugin folder ?

I think plugins are a great way to improve the engine (like this one), but it will be the same problem with each release, if the developer stops updating its plugin one day everyone using it will be screwed unless we have the sources to recompile ourselves :frowning:

But you have the sources …

Capture.PNG

… so you should be able to compile it yourself. Unless I am missing something very obvious here.