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    Originally posted by LowEntry View Post
    Are you supposed to set the data as HTTP headers? In that case, could you make a screenshot of how you did that? Because you shouldn't add the ": " in blueprint (because that gets added automatically), so it should be key "API-Key" and value "abcde".

    Anyway, base64url is just a base64 string with every "=" removed and every "+" replaced by "-" and every "/" replaced by "_". You can do this in blueprint as well (with replace string blueprints).

    Lastly, I could add HMAC to the LE Extended Standard Library, but it would cost me roughly 500 euro. So for 500 euro I could add them to the plugin.
    I did remove the ":" as i figured it is adding it automatically. if i can add more then one header than it should be ok.
    I will gladly pay 500 euro for HMAC. It should work with any LE hash method right? As I would have to use sha-256 /512 and others depending on the api Im using.
    Jus tell me how and where to transfer the funds. paypal? Bitcoin? Wiore transfer? (if in europe shouldn't be a problem)

    Oh and.. how fast could You do it?
    Last edited by AngeIV; 10-17-2017, 10:35 AM.

    Comment


      Yes multiple headers shouldn't be a problem.

      The plugin will contain HMAC blueprints for MD5, SHA1, SHA256 and SHA512.

      You could either send the money as a donation to paypal@lowentry.com, or I can send you an invoice to be paid as a bank transfer (IBAN).

      The HMAC code will be done within a couple days, releasing the plugin update to the marketplace can take up to a week (depends on how fast Epic is).

      If you use the source code version of the LE Extended Standard Library you won't have to wait for Epic to release the plugin update to the marketplace.
      Created blueprints for:
      Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

      Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
      https://lowentry.com/

      Comment


        Originally posted by LowEntry View Post
        Yes multiple headers shouldn't be a problem.

        The plugin will contain HMAC blueprints for MD5, SHA1, SHA256 and SHA512.

        You could either send the money as a donation to paypal@lowentry.com, or I can send you an invoice to be paid as a bank transfer (IBAN).

        The HMAC code will be done within a couple days, releasing the plugin update to the marketplace can take up to a week (depends on how fast Epic is).

        If you use the source code version of the LE Extended Standard Library you won't have to wait for Epic to release the plugin update to the marketplace.

        DONE. Check your paypal
        Hopefully if I need some small assistance you will help me out mate?

        Comment


          I see I've received the payment, the HMAC blueprints will be done in a few days from now.

          If you need any help (with this or with anything else), just let me know.
          Created blueprints for:
          Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

          Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
          https://lowentry.com/

          Comment


            @LowEntry

            I'm using a few of your plugins for a project.
            I was trying to export a 64bit version for Android.
            But I found out that the binaries for 64bit are not available in the package.

            I built the binaries for myself, but it would be nice to see them in the package.

            PS. Love your plugins by the way

            Comment


              Epic handles packing the binaries with the package.

              Either way though, if you package your game, you will always have to compile the C++ of the plugins, regardless of whether the plugin has the right binaries available for it or not.
              Created blueprints for:
              Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

              Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
              https://lowentry.com/

              Comment


                The HMAC blueprints have been added to the LE Extended Standard Library plugin (see https://code.lowentry.com/Applicatio...tandardLibrary).

                The update has been send to Epic and will eventually be available through the marketplace.
                Created blueprints for:
                Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                https://lowentry.com/

                Comment


                  Hi, just want to confirm, the LE Socket Connection does not support websocket. I'm trying to connect to a websocket server, and the request fails.

                  Comment


                    Originally posted by overreal View Post
                    Hi, just want to confirm, the LE Socket Connection does not support websocket. I'm trying to connect to a websocket server, and the request fails.
                    Well, depends on what platform you're using, and what protocol you're using.

                    The 'raw' socket blueprints use either TCP or websocket depending on what platform it is being used on. HTML5 uses websockets, everything else uses TCP.

                    The 'normal' socket blueprints use the Low Entry protocol, which requires you to use the Java library to create your server with. With that protocol, every platform (including HTML5) will be able to communicate with the server.

                    It is recommended to use the Java library to create your server with, unless you have very specific technical demands, in that case you'll have to basically create your own protocol that deals with all of this.

                    The Java library can be download here: http://public.lowentry.com/#files/LowEntryUE4/java

                    The tutorial on how to use the library (in case you're new to Java) can be found here: https://tutorials.lowentry.com/getti...-with-eclipse/

                    I hope that helps.
                    Created blueprints for:
                    Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                    Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                    https://lowentry.com/

                    Comment


                      I was using another websocket library (websockt-sta) for server, and I notice the initial handshake is not normal websocket, which cause it to fail to connect.

                      Comment


                        LowEntry


                        It seems that UE4 still has no way to get input from microphone on Android Do you think it would be possible to add this functionality to LE Extended Standard Library plugin? (I know if wasn't possible back then, but maybe it's possible with 4.19 )

                        Comment


                          Originally posted by motorsep View Post
                          LowEntry


                          It seems that UE4 still has no way to get input from microphone on Android Do you think it would be possible to add this functionality to LE Extended Standard Library plugin? (I know if wasn't possible back then, but maybe it's possible with 4.19 )
                          Hmm, maybe, but it would probably be quite some work, since it needs both C++ and Java, haven't done anything like that yet.

                          I did find this however: https://wiki.unrealengine.com/Speech_Recognition_Plugin

                          Maybe that has what you're looking for?
                          Created blueprints for:
                          Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                          Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                          https://lowentry.com/

                          Comment


                            Originally posted by LowEntry View Post

                            Hmm, maybe, but it would probably be quite some work, since it needs both C++ and Java, haven't done anything like that yet.

                            I did find this however: https://wiki.unrealengine.com/Speech_Recognition_Plugin

                            Maybe that has what you're looking for?
                            Well, I'd buy a standalone plugin from you

                            Yeah, but that one was for Windows only. It got recently ported to Android, but I believe it relies on native microphone input (and since UE4 doesn't have it for Android natively, I can't even test that speech recognition plugin).

                            Comment


                              Originally posted by motorsep View Post

                              Well, I'd buy a standalone plugin from you

                              Yeah, but that one was for Windows only. It got recently ported to Android, but I believe it relies on native microphone input (and since UE4 doesn't have it for Android natively, I can't even test that speech recognition plugin).
                              I might, but I'm very busy currently.

                              Several freelance projects, plus a new service and UE4 plugin I'm working on, after that I'll make a LUA plugin, after that I could do this.

                              I don't know if I'll ever get to that though, not in this year at least.
                              Created blueprints for:
                              Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                              Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                              https://lowentry.com/

                              Comment


                                LowEntry

                                Hey, I'm currently using 3 of your plugins and they are great, so thanks for that. But I am having trouble with one node in your LE Extended Standard Library.



                                It works fine on desktop and android, but not on HTML5. I'm not sure if you offer support for this platform but I'd figured I'd ask.
                                The node that isn't working on HTML5 is ImageToBytes (TextureRenderTarget2D), but I expect the actual issue could be with your PixelsToBytes function.


                                I've made a test project to show the issue, as below:
                                I'm using 4.18.3, it's a source version, but only so I could package the HTML5 version with your plugin. No changes have been made to the code.

                                - I've got a spectator pawn blueprint, which has a SceneCaptureComponent2D component. I add the following function:


                                Click image for larger version  Name:	BP_SpectatorPawn.png Views:	1 Size:	69.1 KB ID:	1436476



                                - I add a widget blueprint which has a button to grab a screenshot and then the display the screenshot. It calls the GetSaveScreenshot on the pawn, which returns the bytes etc.

                                Click image for larger version  Name:	WB_Screenshot.png Views:	1 Size:	113.0 KB ID:	1436477


                                - Here is the result on desktop, working as expected:

                                Click image for larger version  Name:	DemoPC.png Views:	1 Size:	434.0 KB ID:	1436478



                                - And then on HTML5, the image is corrupted:

                                Click image for larger version  Name:	DemoHTML5.png Views:	1 Size:	452.4 KB ID:	1436479



                                Now, I've determined that the issue is not with the BytesToImage node (or at least not solely). The menu on the left reads a Base64 string I pre-generated as bytes, and it works. Albeit with the R and B channels reversed, but I believe that is an issue on Epic's side (since it affects their Download Image node in HTML5 too). Maybe it is exasperating the problem though. I've include a link to a HTML5 packaged version you can try, and also uploaded the project files (it should open in 4.18.3 binary).
                                (Just so you know why I even need to do this, the above is a simple version, but I am storing save game thumbnails as blobs in a SQL database, using your nodes to do the conversion. And we will be targeting HTML5).

                                Would you have any idea where I should be looking to try fix this?


                                Project files (~1MB):
                                https://www.dropbox.com/s/msjbsxyjh9...dTest.zip?dl=1

                                Packaged HTML5 (~33mb):
                                https://www.dropbox.com/s/xgct0wpzcn...HTML5.zip?dl=1
                                Last edited by Mosel3y; 03-01-2018, 09:52 AM.

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