

Request->OnProcessRequestComplete().BindUObject(this, &UHTTPService::LoginResponse) TSharedRef Request = PostRequest("login", JsonString) UE_LOG(LogTemp, Warning, TEXT("JsonString is: %s"), *JsonString) GetJsonStringFromStruct(LoginCredentials, JsonString) Void UHTTPService::StartLogin(FLogin_Request LoginCredentials) Void UHTTPService::Send(FHttpRequestRef& Request) Request->SetHeader(TEXT("Accepts"), TEXT("application/json")) įHttpRequestRef UHTTPService::GetRequest(FString Subroute)įHttpRequestRef Request = RequestWithRoute(Subroute) įHttpRequestRef UHTTPService::PostRequest(FString Subroute, FString JsonString) Request->SetHeader(TEXT("Content-Type"), TEXT("application/json")) Request->SetHeader(TEXT("User-Agent"), TEXT("X-UnrealEngine-Agent")) Void UHTTPService::SetRequestHeader(FHttpRequestRef& Request) UE_LOG(LogTemp, Warning, TEXT("Request URL is: %s"), *Request->GetURL()) In HTTPService.cpp: FHttpRequestRef UHTTPService::RequestWithRoute(FString Subroute)įHttpRequestRef Request = FHttpModule::Get().CreateRequest() įString TargetURL = TEXT("My IP Address") + Subroute The response function I bound to the request is never executed in c++. The question is: The server got the request which had the information I entered in the game and should return a JSON message, but the game did not receive it. After searching online, I used the MySQL database and python flask on my server to receive and give the information. If you don't have latest Unreal Engine installed then you don't have latest Plugin version.I was trying to write a login system in my game connected to my own server.Updates are released for latest two versions or Unreal Engine only.(Optional) HUD System can automatically generate and show Loadscreens when saving or loading the Game.

(Optional) Progress Bar System can accurately report loading status without freezing the Game!.Save & Load from Background Thread, while players are sill interacting with Game World!.Save & Load any kind of Struct as well as basic types like Ints, Strings, Vectors, etc!.Save & Load Actors or Component References and even Arrays of References!.Save & Load data without conflicts across multiple streamed Levels!.Save & Load Object References (Pointers) and easily restore them!.Setup Property Versioning to support old Game Versions!.


Create & Edit Database Assets in Unreal Editor!.Execute Multi-Threaded SQLite Functions!.This tool is capable of helping you to do amazing and unique data persistence in runtime. This system empowers you to save and load any data to and from SQLite Databases in Unreal Engine without forcing you to write a single line of SQL Code (or Blueprint Spaghetti). ** Our community friend Nilson Lima have a great introductory video to this plugin here:
