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MS SQL Integration for UE4

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  • replied
    Originally posted by WGS_Stillwater View Post

    To follow up, the way I got the code to work was to change the "get" node to a "contains" and then store the array index as a variable and use that variable for the get node when checking the password against the account name. Everything works after doing that! *shrug*
    Oh nice . Glad to know you figured it out.

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  • replied
    Originally posted by sameek4 View Post

    Hey,

    The Query looks fine, so in this case I would suggest try the UpdateQueryAsync method first. Also you can check out with example WIdgets present in the Plugin Content Directory.
    To follow up, the way I got the code to work was to change the "get" node to a "contains" and then store the array index as a variable and use that variable for the get node when checking the password against the account name. Everything works after doing that! *shrug*

    Leave a comment:


  • replied
    Originally posted by WGS_Stillwater View Post
    Feeling a little stumped as to what I'm doing wrong... connection to SQL gets established when the login level loads up, widget gets created and any errors do get reported back properly through printstring from the query nodes. I've checked the data table in MSSM and it only has null entries since nothing has been added yet, the code is returning an = to any account name entered and flagging "AccountNameIsInUse?" as true.

    ???
    Click image for larger version

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    Hey,

    The Query looks fine, so in this case I would suggest try the UpdateQueryAsync method first. Also you can check out with example WIdgets present in the Plugin Content Directory.

    Leave a comment:


  • replied
    Feeling a little stumped as to what I'm doing wrong... connection to SQL gets established when the login level loads up, widget gets created and any errors do get reported back properly through printstring from the query nodes. I've checked the data table in MSSM and it only has null entries since nothing has been added yet, the code is returning an = to any account name entered and flagging "AccountNameIsInUse?" as true.

    ???
    Click image for larger version

Name:	loginqueryissue.jpg
Views:	70
Size:	225.6 KB
ID:	1727819

    Leave a comment:


  • replied
    Originally posted by Andypants View Post
    Hi, I find that if the server I'm trying to connect to does not exist or is not reachable, Unreal crashes.
    Is there perhaps a way to make the plugin fail in a safe way?
    Perhaps add a "Connection Success" Boolean as an output node? A fail dialogue node can also be very useful...i.e. help to determine if it war the server credentials or user credentials which caused the connection failure.
    Hey. The Set Connection Properties does check the connection failure state as well. We check its status in tick event as it performs the operation async, and only proceed to reading or writing the data to the server, when a connection is successful. The function Check Connection State is there for this purpose.

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  • replied
    Hi, I find that if the server I'm trying to connect to does not exist or is not reachable, Unreal crashes.
    Is there perhaps a way to make the plugin fail in a safe way?
    Perhaps add a "Connection Success" Boolean as an output node? A fail dialogue node can also be very useful...i.e. help to determine if it war the server credentials or user credentials which caused the connection failure.

    Leave a comment:


  • replied
    Yes definetely. Any syntax which works in the SQL client will work here.

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  • replied
    if I type "exec 'sp_spaceused' " will I get results ?

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  • replied
    Originally posted by Demonraz View Post
    This plugin can be used to store entire actor with your variables or entire level with you actor and variables. Save all the world or actor as objects???
    Yes , but it is easier to create savegame object for this purpose first , and then if you want you can store your save game text file as byte array in your database.

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  • replied
    This plugin can be used to store entire actor with your variables or entire level with you actor and variables. Save all the world or actor as objects???
    Last edited by Demonraz; 05-29-2018, 02:09 PM.

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  • replied
    Thank you for your answer, I saw the PM first so I replied there.I will post my findings here so maybe can help others.The example widget blueprints are in the installation folder of the plugin (ue4 engine path/engine/plugins/marketplace/MSSQL/content)and they do work. My problem was that i tried to use "Set connection properties" from any other place than widget blueprint.I just bought this plugin so in the near future I will post anything that could be helpful.

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  • replied
    forum question came in. Here my answe, if it helps anyone...

    I have not made a video of specifically that plugin, but I have made videos and tools for SQL Server (I’m a Microsoft Partner). Search for Pete Schieck on YouTube. Anyway, I spent some time, but not a lot, with Sameek’s plugin, to prove to myself that it works. I build industrial equipment that can now talk to Unreal (build-a-gizmo.com, we are NOT a big company, we’re just a couple guys)...

    anyway, the plugin does work, but it’s hard to find the blueprints that Sameek uses in his sample files. I just needed to see if I could change one of the values he was sending in the query, you know? So, I found the blueprint that did that, and changed the value. You have to do something in Unreal to show all blueprints, because it doesn’t show in the regular blueprint query.

    Then, the connection string was the big one. I have been doing connection strings for many years, but it’s alwsts hard, because programmers and companies don’t tend to show fundamentals.

    So, I messed around to find my local SQL Express connection string, usually by running a blank .udl file, in Windows. You just make a text file, change extension to .udl, double-click (some versions, you right-click and choose OLE ...) on it. Then, you choose your database source, close it. Then, you ‘edit’ the text file (change it back to .txt), and it will have the connection string in it! Weird Microsoft trick.

    Put that in the connection string parameter in Sameeks blueprint, and it works. I have a comment in the thread that shows samples for localdb and Azure SQL Servers.

    Ask me anything. I’ll see if I can help.

    - peace
    Last edited by petechic; 09-21-2017, 09:55 PM.

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  • replied
    I have a little trouble with the SQL Server Authentication.I can connect with HeidiSQL on TCP 1433 but when I use Set Connection Properties from UE4 project I always get Login failed.The Login is from an untrusted domain and cannot be used with Windows Authentication.SQL Express is setup to use mixed mode, the login/user the same and has all the rights and roles needed.Firewall is down (using Virtual Box).Can anyone give me a hint on what can be wrong?

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  • replied
    Performance depends on the server speed. However I researched on asynchronous data select and update recently and it has been implemented to my Mysql plugin released today. Thanks for the suggestion, will be able to update the ms sql plugin to support asynchronous.

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  • replied
    How is the performance? Allot of sql plugins seem to fall short once some 20-50 actors try to "save" their data at once since they are all using gamethread...

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