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varest's Introduction

GitHub GitHub release (latest by date including pre-releases)

VaRest

VaRest is the plugin for Unreal Engine 4 that makes REST server communications easier to use.

Key features:

  • Flexible Http/Https request management with support of different Verbs and Content Types
  • No C++ coding required, everything can be managed via blueprints
  • Blueprintable FJsonObject wrapper with almost full support of Json features: different types of values, arrays, binary data content, both ways serializarion to FString, etc.
  • Blueprintable FJsonValue wrapper - full Json features made for blueprints!
  • Both bindable events and latent functions are provided to control the asynchronous requests

Check the Wiki for plugin usage examples and installation notes.

Current version: 1.1 R 33 (UE 5.2)

SCREENSHOT

Legal info

Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.

Unreal® Engine, Copyright 1998 – 2021, Epic Games, Inc. All rights reserved.

varest's People

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varest's Issues

App Transport Security problem on VaRest request?

Anybody is experiencing this error?
: App Transport Security has blocked a cleartext HTTP (http://) resource load since it is insecure. Temporary exceptions can be configured via your app's Info.plist file.

I'm using ue 4.11 on Mac. Using only VaRest plugin, making a simple http get request always gives this error.

Thanks

Empty field isn't handled correctly, crashed.

I will be brief.

http://s6.postimg.org/kqqihc73l/screenshot_186.png

`MachineId:02270AEB414EEEE80A2709BB35F6B36B
EpicAccountId:f025becc996c43498a11ed55681e4f0c

Assertion failed: CanWriteObjectWithoutIdentifier() [File:C:\Program Files\Epic Games\4.11\Engine\Source\Runtime\Json\Public\Serialization\JsonWriter.h] [Line: 30]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_VaRestPlugin!TJsonWriter<wchar_t,TPrettyJsonPrintPolicy<wchar_t> >::WriteObjectStart() [c:\program files\epic games\4.11\engine\source\runtime\json\public\serialization\jsonwriter.h:31]
UE4Editor_VaRestPlugin!FJsonSerializer::Serialize<wchar_t,TPrettyJsonPrintPolicy<wchar_t> >() [c:\program files\epic games\4.11\engine\source\runtime\json\public\serialization\jsonserializer.h:362]
UE4Editor_VaRestPlugin!FJsonSerializer::Serialize<wchar_t,TPrettyJsonPrintPolicy<wchar_t> >() [c:\program files\epic games\4.11\engine\source\runtime\json\public\serialization\jsonserializer.h:88]
UE4Editor_VaRestPlugin!UVaRestRequestJSON::ProcessRequest() [i:\mygame\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:341]
UE4Editor_VaRestPlugin!UVaRestRequestJSON::ProcessURL() [i:\mygame\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:215]
UE4Editor_VaRestPlugin!UVaRestRequestJSON::execProcessURL() [i:\mygame\plugins\varest\source\varestplugin\classes\json\varestrequestjson.h:101]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:562]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2022]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1916]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:781]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:4482]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1150]
UE4Editor_UMG!TMulticastScriptDelegate::ProcessMulticastDelegate() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_UMG!UButton::SlateHandleClicked() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\umg\private\components\button.cpp:158]
UE4Editor_UMG!TMemberFunctionCaller<UButton,FReply (cdecl UButton::)(void) _ptr64>::operator()<>() [d:\buildfarm\buildmachine++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_UMG!TTupleImpl<TIntegerSequence >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<UButton,FReply (__cdecl UButton::
)(void) ptr64> >() [d:\buildfarm\buildmachine++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_UMG!TBaseUObjectMethodDelegateInstance<0,UButton,FReply cdecl(void)>::Execute() [d:\buildfarm\buildmachine++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:761]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine
++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine
++ue4+release-4.11\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:273]
UE4Editor_Slate!<lambda_9ed539f2a96fd1ccd6d2214174cc7705>::operator()() [d:\buildfarm\buildmachine
++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4540]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_9ed539f2a96fd1ccd6d2214174cc7705> >() [d:\buildfarm\buildmachine
++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4530]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4947]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4923]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1415]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1732]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:697]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:619]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2610]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll`

Update Precompiled Build

Recommended QoL todo: Update the pre-compiled package list (on documentation from UE4 forums plugin post and possibly the readme. to include 4.10 binary location as many new projects could be adopting this.

Check possible issues with BreakJson in standalone mode

Reported by: https://forums.unrealengine.com/showthread.php?19961-Plugin-Http-s-REST-blueprintable-JSON-query-and-Parse-API-manager-VaRest&p=460299&viewfull=1#post460299

[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_7516': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_303
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_7519': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_303
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_7517': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_303
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_7518': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_303
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_181098': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_13
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_181100': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_13
[2016.01.25-00.46.41:558][ 0]LoadErrors:Warning: Warning CreateExport: Failed to load Outer for resource 'EdGraphPin_181099': VaRest_BreakJson /Game/UI/MainMenu/MenuWidget.MenuWidget:EventGraph.VaRest_BreakJson_13

Parse query not working on mac

I've got a small issue, it seems that the query function is not working on mac. The same exact project is working on windows, but as soon as I move it to mac, any process parse that has a query fuction stops triggering, and gives a "no url" error on the logs. I've tried using the make query, and also manually, but nothing works, do you know why this is happening?
I'm working with parse.com

UE4.9?

Hello,

Love the plugin, it has helped our project in so many ways and has saved us some valuable development time.

Just wondering if there's a timeframe on a UE 4.9 update.

Thanks,
Eric

Installation issues

I'm having trouble installing this plugin. Following the installation instructions, it seems I need VaQuoleUI? Which requires Qt to be installed?

Where is the binaries archive? Is this created by the user? Basically, I'm all mixed up and need more detailed installation instructions.

Send a http request no data with GET, JSON

Sorry,My English is very poor~~~~

I find some bug when request with Get Method by json param.

for example: I send a json param ={"a",12,"b",23} , result server recv a string "a=12&&b=23" that not keyvalue.

I read code , at Plugins\VaRest-develop\Source\VaRestPlugin\Private\Json\VaRestRequestJSON.cpp
this function : FString UVaRestRequestJSON::PercentEncode(const FString& Text)
comment this line "OutText = OutText.Replace(TEXT("="), TEXT("%3D"));"

afterward, server successful recv two KeyValue!

GET - Json not working in 4.8?

I can't get server communication using Construct Json Request with this config:
Verb GET
Content Type : Json

It does work with x www form urlencoded. POST also working.

How can I use ConstructWhereQuery?

I have read the plugin's source and the ConstructWhereQuery method looks so useful.
But I couldn't find out how to use it.

What should I connect a ConstructWhereQuery node to?

Can't package HTML5 version with plugin build from Marketplace

I get the same unknown error when packaging for HTML 5 with the plugin enabled. Packaging for Win64 works fine with the plugin enabled and disabling the plugin allows packaging for HTML 5.

I am using the plugin, installed from the marketplace, with UE 4.11.2 provided by the launcher.

https://forums.unrealengine.com/showthread.php?13509-Plugin-Http-s-REST-blueprintable-JSON-and-Parse-REST-API-manager-at-once-(VaRest)&p=537862&viewfull=1#post537862

1.1-RC7 does not work with 6.4.1

Steps:
Download 1.1-RC7
Add it to a 6.4.1 UE4 project.
Note it doesn't work and complains about compatibility of the plugin.

Fix: Looks like a recompile for binaries is needed again for ease of use.

Call from Widget

Is it possible to get data from a widget? I've tryed multple things but i cannot create an custom event On Complete.

Folder and .uplugin name for iOS and Android

I had to change the folder name from VaRest to VaRestPlugin to get it package to Android.

On iOS I also had to change the name of the .uplugin file from VaRest to VaRestPlugin for it to work.

Once I did that it worked like a charm! Love the library ufna, you're awesome! :D

Edit: This is with UE 4.7.5 (launcher build on PC for Android, source release branch build on Mac for iOS)

Remove deprecated compiler rules

/Users/v.alyamkin/Documents/Unreal Projects/Awm/Plugins/VaRestPlugin/Source/VaRestPlugin/VaRestPlugin.Build.cs(11,62) : warning CS0612: `UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete

Parse Server Support

Don't know if you've heard, but the parse service is being shut down to new users starting today and will last for old users until January of next year. (See Here)

They are providing the option of setting up your own Parse Server which is pretty cool and I was wondering if you could make it so we can set it up to work with our own Parse server.

From what I can see, all we need to do is change the Request URL from "https://api.parse.com/1/" to whatever URL we're hosting the server.

Is it is possible to make a node that we can set the default request URL that all "Process Parse Requests" will use?

Or where can I change that manually in C++?

Thanks,
Eric

Using Master Key

Hello,

I've been trying to figure out how to use or invoke Master Key but I can't seem to get it to work. I'm trying to backup my data and I don't have a session token for every user. Typically in a website setup you would use/call the master key on the server to carry out such actions. How do I call/use the master key to override the default session token?

Sporadic crash in UVaRestJsonObject::Reset() when updating data continously

Hello, first of all you plugin is excelent and help us a lot in our project, but we have a problem some times when we try to update data each 30 seconds UE4 (4.8.3) crashes with the following error:

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_VaRestPlugin_36!UVaRestJsonObject::Reset() [g:\projects\personalprojects\ideasthroughiris\sonic_testprojectviernes\sonic_testproject\plugins\varest\source\varestplugin\private\json\varestjsonobject.cpp:23]
UE4Editor_VaRestPlugin_36!UVaRestRequestJSON::ResetResponseData() [g:\projects\personalprojects\ideasthroughiris\sonic_testprojectviernes\sonic_testproject\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:109]
UE4Editor_VaRestPlugin_36!UVaRestRequestJSON::OnProcessRequestComplete() [g:\projects\personalprojects\ideasthroughiris\sonic_testprojectviernes\sonic_testproject\plugins\varest\source\varestplugin\private\json\varestrequestjson.cpp:242]
UE4Editor_VaRestPlugin_36!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,TTypeWrapper cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::Execute() [e:\ue4\epic games\4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:681]
UE4Editor_VaRestPlugin_36!TBaseUObjectMethodDelegateInstance<0,UVaRestRequestJSON,void cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::ExecuteIfSafe() [e:\ue4\epic games\4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:770]
UE4Editor_HTTP!TBaseDelegate<void,TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool>::ExecuteIfBound() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:519]
UE4Editor_HTTP!FCurlHttpRequest::FinishedRequest() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\online\http\private\curl\curlhttp.cpp:711]
UE4Editor_HTTP!FHttpManager::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\online\http\private\httpmanager.cpp:30]
UE4Editor_HTTP!FCurlHttpManager::Tick() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.8\engine\source\runtime\online\http\private\curl\curlhttpmanager.cpp:259]
UE4Editor_Core!FTicker::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\containers\ticker.cpp:107]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2479]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

The blueprint we are using to get the data is the following (we get the response in XML):

blueprint

We don't know what could be the cause of the error, so any help will be of great help for us,

Thanks!

Plugin missing or incompatible

I'm getting this message trying to enable the plugin:

Missing or incompatible modules in VaRestPlugin plugin - would you like to disable it? You will no longer be able to open any assets created using it.

Unreal Engine 4.10.4

Error with varesteditorplugin in standalone (4.12)

Hi,

I am getting the following error when running my project with VaRest standalone in 4.12:

[2016.06.11-14.01.37:385][ 1]LogLinker:Warning: Can't find file '/Script/VaRestEditorPlugin'
[2016.06.11-14.01.37:386][ 1]LogUObjectGlobals:Warning: Failed to load '/Script/VaRestEditorPlugin': Can't find file '/Script/VaRestEditorPlugin'
[2016.06.11-14.01.37:386][ 1]LogLinker:Warning: Can't find file for asset '/Script/VaRestEditorPlugin' while loading NULL.
[2016.06.11-14.01.37:386][ 1]LogUObjectGlobals:Warning: Failed to load '/Script/VaRestEditorPlugin': Can't find file for asset '/Script/VaRestEditorPlugin' while loading NULL.

I using the following .bat for standalone:
@echo off

REM Start client with uncooked content.

start "" "C:\Program Files\Epic Games\4.12\Engine\Binaries\Win64\UE4Editor.exe" "%~dp0\MyGame.uproject" -game -log -verbose

After investigation i noticed that it works fine if i change the configuration of the loading of the plugin to:
"Name": "VaRestEditorPlugin",
"Type": "Runtime",
"LoadingPhase" : "PreDefault"

I.e. the errors are there because the UE4 code expects the plugin to be loaded.
Note: i am using the "break json" functionality from VaRestEditorPlugin.

Content-length is 4 but no data with GET, JSON

Creating a JSON request (GET, JSON) without any more than binding on complete and fail and calling process url sends a request with content-length of 4, but sends no data, eventually resulting in a timeout because the server waits for a body until it timesout and is unable to complete the request. application/x-www-form-urlencoded on the otherhand, gives a proper content-length of 0.

Complete request headers:

{ host: '127.0.0.1:3000',
  accept: '*/*',
  'content-type': 'application/json',
  'user-agent': 'game=GAME, engine=UE4, version=4.8.3-2634408+++depot+UE4-Releases+4.8',
  'content-length': '4',
  pragma: 'no-cache' }

(NodeJS with Express 4 used as server)

Add support for array of different types

I'll add blueprintable json value, and GetArray() function will return the array of this values. Each value can be casted to number/string/etc.

Get Type function should return enum to make switch simple.

Get Type Str should exist too.

Example:

{ 
   "pawns":[ 
      { 
         "key1":"value1", 
         "key2":"value2", 
         "key3":{ 
            "key4":"value4", 
            "key5":"value5" 
         } 
      }, 
      { 
         "key1":"value1", 
         "key2":"value2", 
         "key3":{ 
            "key4":"value4", 
            "key5":"value5" 
         } 
      } 
   ] 
}  

Can't do post and x-www-form-urlencoded

Hello,

I'm trying to do POST requests with x-www-form-urlencoded content type and I'm having a hard time to add the data to my request. I don't see how you go from a json structure to a mykey1=myval1&mykey2=mayval2&mykey3=.. single line string.

Best,

Ben

Many thanks!

Been looking for a plugin like this for ages!
Will try this today on OSX, I've seen there are some problems on OSX, I'll report with my use case.

How to Recompile plugin (help me please)

hey guy, i need your help

I'm UE4 beginner developer, i was import VaRest plugin and restart my project
But project is occur error message

" engine version was different please recompile plugin"

but i don't know recompile plugin and how to fix plugin version ! help me please !!

Improved usage wiki

Hi, can you please improve the usage wiki by adding high resolution images? They're too small to read.
Is there any other info source for usage? Can't find any.
Can't wait to use it in my projects!

Response Tutorial needed

We I followed your tutorial and got a problem. I followed your instructions for the system and got a problem which I cannot solve.
How I can get a response after I posted data to an url.

  • How can I send for example a "username" and a "password" to an url with a response.
    I checked out your wiki but I think it is a bit incomplete or I din't check it :( .
    It would be nice if anybody could help me...

Problem with spawning with C++ in VaRest Event.

Hello.

I am trying to spawn some object with code

FActorSpawnParameters SpawnParams;
                 SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
                 AMyFurnitureActor* myFurniture = GWorld->GetWorld()->SpawnActor<AMyFurnitureActor>(MyItemBlueprint, location, rotation, SpawnParams);

Yeah, it's spawned... But not in game - only in UE Editor window: Initial level:
some
After code execution there are no furniture actor in game:
some
it present in UE Editor:
some
Why this code spawning actors in UE Editor, but not in game?
I have some level with GameMode override BaseLevelGameMode BP.

In the BaseLevelGameMode Player Controller is MainPlayerController.

MainPlayerController has code
some
GetGameObjectForSpawn has code
s
GetGameObjectForSpawn_OK has code

Full code of my function is

AMyFurnitureActor* ULoadFunctions::MyLoadFurnitureObjectByName(const FString FurnitureName, FVector location, FRotator rotation, UWorld* World)
 {
     UObjectLibrary * lib = UObjectLibrary::CreateLibrary(AMyFurnitureActor::StaticClass(), true, true);
     FString name = "";
     if (FurnitureName.EndsWith(TEXT("_C"))) {
         name = FurnitureName.Left(FurnitureName.Len() - 2);
     }

     lib->AddToRoot();
     int32 loaded = lib->LoadBlueprintAssetDataFromPath("/Game/");

     TArray<FAssetData> Assets;
     lib->GetAssetDataList(Assets);

     for (int32 i = 0; i < Assets.Num(); ++i) {

         FAssetData& assetData = Assets[i];
         FString assetDataObjectPath = assetData.ObjectPath.ToString();

         if (assetDataObjectPath.EndsWith(name)) {
             auto cls = StaticLoadObject(UObject::StaticClass(), nullptr, *assetDataObjectPath);

             UBlueprint * bp = Cast<UBlueprint>(cls);
             TSubclassOf<class UObject> MyItemBlueprint;
             MyItemBlueprint = (UClass*)bp->GeneratedClass;

             World = GWorld->GetWorld();

             if (World) {

                 FActorSpawnParameters SpawnParams;
                 SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
                 AMyFurnitureActor* myFurniture = World->SpawnActor<AMyFurnitureActor>(MyItemBlueprint, location, rotation, SpawnParams);
                 return myFurniture;
             }
             else {
                 return nullptr;
             }
         }
     }

     return nullptr;
 }

If game started in Standalone game mode, furniture spawned in game, not in UE Editor...
Why Event, that Binded to OnRequestComplete received UE Editor as World, but not my games world? IE, why it's spawned not in game, but in UE Editor?
And how to fix that?

Update pls

Please could you update it to 4.10.1? thanks

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