I am doing some tests with native SQLite plugins and I can get column names but even if I set my Open mode as ready only, I can not get informations from DB if there is another application which currently use it.
Also LoadStatement.IsValid() always give “false” even if I successfully got informations.
did you manage to find documentation about the SQLite plugin of UE?
I’m trying to develop a C++ class responsible for communication with the SQLite file that I’ll be able to call from BP but I’m struggling to understand how to work with it
Hello! I am test your FF- plugin, and my use case involves connecting to a database with a ReadOnly flag while concurrently accessing the same database with a Read-Write flag from a different application. I encounter the same error as you did in Unreal Engine 5.3. It appears that the connection opens with a Read-Write-Create flag irrespective of the parameters passed to the method. Did you find a solution?
Yes and no. It seems that problem is about Epic’s implementation. Because they wanted a cross platform system and for that reason they need to cut some features.
I won’t try to fix or re-write SQLite but I will start to make a new plugin with these third party libraries next month.
At September, I tried ODBC and it worked for some of our in-house projects but I had to put it aside because I need to focus on other projects (such as HTTP servers which are non-blocking, HTTPS supported and FRunnableThread based). But I need to return DB plugins.