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Unreal C++ Networking – HTTP GET JSON Request Using REST API

By Networking, Tutorial, Unreal No Comments

Hey guys,

Today we are going to start looking at some new content related to networking operations with the Unreal Engine.

Specifically we are going to review how to make HTTP GET calls from within Unreal to an external REST API.

The project files for this video & article can be found on our GitHub page.

In order to start using the HTTP module we first need to modify our Build.cs file to include a few new public dependencies. Specifically Http, Json and JsonUtilities.

public class Network1 : ModuleRules
{
  public Network1(ReadOnlyTargetRules Target) : base(Target)
  {
    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay",
                    "Http", "Json", "JsonUtilities",
                    "UMG" });

    PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
  }
}

With these dependencies included we can define our Actor that is going to handle the work of doing the network communication.

In this case we are using an actor that will relay it’s information to a custom UUserWidget that is attached to this actor via a WidgetComponent.

UCLASS()
class NETWORK1_API AHTTPGETActor : public AActor
{
  GENERATED_BODY()
  
public:	
  // Sets default values for this actor's properties
  AHTTPGETActor();

protected:
  // Called when the game starts or when spawned
  virtual void BeginPlay() override;

public:	
  // Called every frame
  virtual void Tick(float DeltaTime) override;


  UFUNCTION()
  void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

  /*Assign this function to call when the GET request processes sucessfully*/
  void OnGetUsersResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
  void OnGetUserByUsernameResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);

  UFUNCTION()
  void SendHTTPGet(FString Username);

private:
  void AddUserToWidget(TSharedPtr<FJsonObject> JsonObject);

public:
  UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "HTTP")
  UBoxComponent* OverlapComponent;

  UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "HTTP")
  UWidgetComponent* ResponseWidgetComponent;

private:
  FHttpModule* Http;
};

The other property is our reference to the FHttpModule that will be used for all of our network communication with the server. This is available to us by including the “Http.h” header in our Actor.

Let’s step through our functions one by one and see how they all communicate.

First thing is our overlap that is triggered when the character interacts with this Actor as well as the instantiation of our components and the FHttpModule.

// Sets default values
AHTTPGETActor::AHTTPGETActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
  PrimaryActorTick.bCanEverTick = true;

  OverlapComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Overlap Area"));
  SetRootComponent(OverlapComponent);

  ResponseWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("Response Widget"));
  ResponseWidgetComponent->SetupAttachment(OverlapComponent);
  
  Http = &FHttpModule::Get();
}

// Called when the game starts or when spawned
void AHTTPGETActor::BeginPlay()
{
  Super::BeginPlay();

  OverlapComponent->OnComponentBeginOverlap.AddDynamic(this, &ThisClass::OnBeginOverlap);
}

With our objects all setup we can now proceed to looking at the OnBeginOverlap method as that is the first thing our character will interact with.

void AHTTPGETActor::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
                                   UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
  if(ResponseWidgetComponent)
  {
    UHTTPResponseWidget* ResponseWidget = Cast<UHTTPResponseWidget>(ResponseWidgetComponent->GetWidget());
    if(ResponseWidget)
    {
      ResponseWidget->ShowLoading(true);

      FString Username;
      ANetwork1Character* Character = Cast<ANetwork1Character>(OtherActor);
      if(Character && !Character->GetUsername().IsEmpty())
      {
        Username = Character->GetUsername();
      }

      SendHTTPGet(Username);
    }
  }
}

In the begin overlap we do a few things. We update our user widget ( HTTPResponseWidget ) that a loading operation has started and we try to retrieve the username of the player that interacted with our component.

We then send the players username over to SendHTTPGet() which will try to determine if it’s a valid username or not and make it’s HTTP calls out to an external service.

void AHTTPGETActor::SendHTTPGet(FString Username)
{
  TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = Http->CreateRequest();

  if(Username.IsEmpty())
  {
    Request->OnProcessRequestComplete().BindUObject(this, &ThisClass::OnGetUsersResponse);
    Request->SetURL("http://localhost:8080/jms-api/users");
  }
  else
  {
    Request->OnProcessRequestComplete().BindUObject(this, &ThisClass::OnGetUserByUsernameResponse);
    Request->SetURL(FString::Printf(TEXT("http://localhost:8080/jms-api/user/%s"), *Username));
  }

  Request->SetVerb("GET");
  Request->SetHeader("User-Agent", "X-UnrealEngine-Agent");
  Request->SetHeader("Content-Type", "application/json");
  Request->ProcessRequest();
}

Here is where we start creating our request structure for the HTTP GET call. This means we have to provide a URL and depending on the username we either use it to retrieve a single record or instead get all users available to us.

We also create callbacks via OnProcessRequestComplete to two separate methods: OnGetUsersResponse and OnGetUserByUsernameResponse.

This allows us to handle the response structure per each GET call separately and offload the processing of those requests to different components if required.

We also include some custom headers that can be used for things like the Content-Type definition but also for more complex security and authentication situations.

The OnGetUsersResponse method will be processing this JSON Payload which includes an array of elements as part of the response.

{
  "users": [
    {
      "id": 1,
      "username": "test-user",
      "email": "[email protected]"
    },
    {
      "id": 2,
      "username": "jms-user",
      "email": "[email protected]"
    },
    {
      "id": 3,
      "username": "john.smith",
      "email": "[email protected]"
    }
  ]
}

While the OnGetUserByUsernameResponse will process a single user entity response.

{
  "id": 1,
  "username": "test-user",
  "email": "[email protected]"
}

Now let’s take a look at the implementation details for these two payloads.

void AHTTPGETActor::OnGetUsersResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
  TSharedPtr<FJsonObject> JsonObject;

  if(ResponseWidgetComponent)
  {
    UHTTPResponseWidget* ResponseWidget = Cast<UHTTPResponseWidget>(ResponseWidgetComponent->GetWidget());
    if(ResponseWidget)
    {
      ResponseWidget->ShowLoading(false);

      if(Response->GetResponseCode() == 200)
      {
        const FString ResponseBody = Response->GetContentAsString();

        TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ResponseBody);

        if(FJsonSerializer::Deserialize(Reader, JsonObject))
        {
          TArray<TSharedPtr<FJsonValue>> UserArray = JsonObject->GetArrayField("users");

          for(const TSharedPtr<FJsonValue> UserValue : UserArray)
          {
            AddUserToWidget(UserValue->AsObject());
          }
        }
      }
      else
      {
        // TODO: trigger error
        ResponseWidget->ShowError(Response->GetResponseCode(), "Error occured");
      }
    }
  }
}


void AHTTPGETActor::OnGetUserByUsernameResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
  TSharedPtr<FJsonObject> JsonObject;

  if(ResponseWidgetComponent)
  {
    UHTTPResponseWidget* ResponseWidget = Cast<UHTTPResponseWidget>(ResponseWidgetComponent->GetWidget());
    if(ResponseWidget)
    {
      ResponseWidget->ShowLoading(false);

      if(Response->GetResponseCode() == 200)
      {
        const FString ResponseBody = Response->GetContentAsString();

        TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ResponseBody);

        if(FJsonSerializer::Deserialize(Reader, JsonObject))
        {
          AddUserToWidget(JsonObject);
        }
      }
      else
      {
        // TODO: trigger error
        ResponseWidget->ShowError(Response->GetResponseCode(), "Error occured");
      }
    }
  }
}

void AHTTPGETActor::AddUserToWidget(TSharedPtr<FJsonObject> JsonObject)
{
  const int32 UserId = JsonObject->GetIntegerField("id");
  const FString Username = JsonObject->GetStringField("username");

  UHTTPResponseWidget* ResponseWidget = Cast<UHTTPResponseWidget>(ResponseWidgetComponent->GetWidget());
  if(ResponseWidget)
  {
    ResponseWidget->AddUser(UserId, Username);
  }
}

Lastly in our OnGetUsersResponse and OnGetUserByUsernameResponse methods we can use the reference to the FHttpRequestPtr and FHttpResponsePtr parameters to determine if our calls were successful and came back with a status code of 200

Additionally we can observe how the JSON structure is parsed by first using the FJsonObject in combination with the TJsonReader

const FString ResponseBody = Response->GetContentAsString(); 
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ResponseBody);

This gives us the ability to then get at the individual properties of a JSON response. Specifically since one requires access to an Array.

if(FJsonSerializer::Deserialize(Reader, JsonObject))
{
  TArray<TSharedPtr<FJsonValue>> UserArray = JsonObject->GetArrayField("users");

  for(const TSharedPtr<FJsonValue> UserValue : UserArray)
  {
    AddUserToWidget(UserValue->AsObject());
  }
}

void AHTTPGETActor::AddUserToWidget(TSharedPtr<FJsonObject> JsonObject)
{
  const int32 UserId = JsonObject->GetIntegerField("id");
  const FString Username = JsonObject->GetStringField("username");

  UHTTPResponseWidget* ResponseWidget = Cast<UHTTPResponseWidget>(ResponseWidgetComponent->GetWidget());
  if(ResponseWidget)
  {
    ResponseWidget->AddUser(UserId, Username);
  }
}

By using the various getters ( GetArrayField / GetIntegerField / GetStringField ) we can iterate and access the various properties of our payload.

That’s it, you successfully processed a JSON response from an external service using your Unreal code.

Hope this helps you guys make your own network requests.

If you would like to see more examples check out the video as well as the GitHub project for examples of child classes that move the player and particles around.

Unreal Engine C++ Fundamentals – AHUD, UUserWidget and UWidgetAnimation

By Development, Tutorial No Comments

Hey guys,

We are going to continue our C++ Fundamentals lessons by creating a custom HUD using AHUD class, then adding a custom widget to the HUD using UUserWidget and finally rounding things off by adding some UWidgetAnimations to make the whole thing look a bit more pretty.

As usual you can find the starter project on our GitHub page.

Hold up, lets get some background on all this stuff first !

HUD – heads.up.display. this is a way of projecting various bits of information in the form of text, images, animations, etc to inform the player as to what is happening to him, other things, or his environment.

Alternatively a hud can also represent menu screens, credits, etc.

Essentially they are the large canvas on which various components and widgets will be displayed on.

For example:
– hud that show cases all the player attributes like health, mana and stamina
– options menu for configuring graphics properties
– scrolling credits

User Widget – a single purpose component that you can attach to various locations on the hud as well as the view port. this is normally either a single “ui thing” or a logical grouping of “ui things”.

For example:
– a cross hair in a FPS game
– health and mana bars on top of each other
– speed gauge in a car sim

Widget Animation – are user widget components responsible for handling the animation for all the various components added to the user widget.

This includes manipulation of states like transformation, visibility, color and opacity. Which allows designers to create various fun and exciting ways of presenting data and feedback to the player.

Example:
– health bar is actually red liquid that boils away as the player takes damage
– damage indicators that show up when a player hits something and proceed to fall to the ground while fading away

That’s better, now what ?

Well lets take a look at our HUD class and what we can do with it.

UCLASS()
class UE4FUNDAMENTALS08_API AInGameHUD : public AHUD
{
  GENERATED_BODY()

public:
  AInGameHUD();

  // Primary draw call for the HUD.
  virtual void DrawHUD() override;

  virtual void BeginPlay() override;

  virtual void Tick(float DeltaSeconds) override;

  UFUNCTION()
  void UpdateComboCount(int32 Value);

  UFUNCTION()
  void ResetCombo();

  UPROPERTY(EditDefaultsOnly, Category = "Interactive")
  TSubclassOf<UUserWidget> HitComboWidgetClass;

private:
  UHitComboWidget* HitComboWidget;
};

Similar layout to our player or prop classes but you get a few extra functions like DrawHUD() that allows you to control the various aspects of screen components and widgets.

We also include a TSubclassOf<UUserWidget> that allows us to include various custom widget components as part of this HUD.

void AInGameHUD::BeginPlay()
{
  Super::BeginPlay();

  if (HitComboWidgetClass)
  {
    HitComboWidget = CreateWidget<UHitComboWidget>(GetWorld(), HitComboWidgetClass);

    /** Make sure widget was created */
    if (HitComboWidget)
    {
      /** Add it to the viewport */
      HitComboWidget->AddToViewport();
    }
  }
}

The important method here is the one that instantiates the custom widget class and adds it to our view port.

void AInGameHUD::UpdateComboCount(int32 Value)
{
  if (HitComboWidget)
  {
    HitComboWidget->UpdateComboCount(Value);
  }
}

This is just an example of how we would call our user widget via our hud.

Great we have a HUD but what else do we need ?!

So let’s examine our user widget to see what makes it tick.

UCLASS()
class UE4FUNDAMENTALS08_API UHitComboWidget : public UUserWidget
{
  GENERATED_BODY()
public:
  UHitComboWidget(const FObjectInitializer& ObjectInitializer);

  virtual void NativeConstruct() override;

  UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
  class UTextBlock* TXTCombo;

  void UpdateComboCount(int32 Value);

  void ResetCombo();

  void StoreWidgetAnimations();

  UWidgetAnimation* GetAnimationByName(FName AnimationName) const;

private:
  TMap<FName, UWidgetAnimation*> AnimationsMap;

  UWidgetAnimation* ComboFadeAnimation;
  UWidgetAnimation* ComboShakeAnimation;
};

As we can see in the header the deafult constructor for a UUserWidget is a bit different as it expects an ObjectInitializer to be passed in.

We also don’t have a BeginPlay but rather we expose NativeConstruct which esentially behaves the same way and loads stuff after the constructor is already loaded.

UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidget))
class UTextBlock* TXTCombo;

This bit here allows us to auto bind by name to a component on the user widget. In this case we are looking for a UTextBlock of name TXTCombo.

[ insert warning image ]

NOTE: You will get warnings if these attributes are not present.

And lastly we have our declared animations.

Ok, moving on the cpp file.

void UHitComboWidget::NativeConstruct()
{
  Super::NativeConstruct();

  StoreWidgetAnimations();

  ComboFadeAnimation = GetAnimationByName(TEXT("ComboFade"));
  ComboShakeAnimation = GetAnimationByName(TEXT("ComboShake"));
}

In the native construct we do a few things, we first use the StoreWidgetAnimations function to populate a map of animations keyed by name.

We then use that data to populate our animation variables by their names of ComboFade and ComboShake respectively.

void UHitComboWidget::UpdateComboCount(int32 Value)
{
  // only update if more than one hit
  if (TXTCombo && Value > 1)
  {
    if (TXTCombo->Visibility == ESlateVisibility::Hidden)
    {
      TXTCombo->SetVisibility(ESlateVisibility::Visible);
    }
    TXTCombo->SetText(FText::FromString((FString::FromInt(Value) + "x Combo")));

    if (ComboShakeAnimation)
    {
      PlayAnimation(ComboShakeAnimation, 0.f, 1, EUMGSequencePlayMode::Forward, 1.f);
    }

    if (ComboFadeAnimation)
    {
      PlayAnimation(ComboFadeAnimation, 0.f, 1, EUMGSequencePlayMode::Forward, 1.f);
    }
  }
}

In this method, we manipulate the state of the TXTCombo viability based on it being reset and set it back to visible.

We also take in the user provided combo count and add it to the text.

Once that is in place we play back the two animations, one to shake the text and the other to fade it away after a few seconds.

void UHitComboWidget::ResetCombo()
{
  GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Orange, __FUNCTION__);

  if (TXTCombo)
  {
    TXTCombo->SetVisibility(ESlateVisibility::Hidden);
  }
}

In this method we reset the visibility of the TXTCombo back to hidden.

void UHitComboWidget::StoreWidgetAnimations()
{
  AnimationsMap.Empty();

  UProperty* Prop = GetClass()->PropertyLink;

  // check each property of this class
  while (Prop)
  {
    // only evaluate object properties, skip rest
    if (Prop->GetClass() == UObjectProperty::StaticClass())
    {
      UObjectProperty* ObjProp = Cast<UObjectProperty>(Prop);

      // only get back properties that are of type widget animation
      if (ObjProp->PropertyClass == UWidgetAnimation::StaticClass())
      {
        UObject* Obj = ObjProp->GetObjectPropertyValue_InContainer(this);
        // only get back properties that are of type widget animation
        UWidgetAnimation* WidgetAnimation = Cast<UWidgetAnimation>(Obj);
        // if casting worked update map with new animation
        if (WidgetAnimation && WidgetAnimation->MovieScene)
        {
          FName AnimName = WidgetAnimation->MovieScene->GetFName();
          GEngine->AddOnScreenDebugMessage(-1, 4.5f, FColor::Magenta, AnimName.ToString());
          AnimationsMap.Add(AnimName, WidgetAnimation);
        }
      }
    }

    Prop = Prop->PropertyLinkNext;
  }
}

This is the big method that allows us to process each property of the current user widget and evaluate them for widget animations.

When a widget animation is found we update our private map with those details.

UWidgetAnimation* UHitComboWidget::GetAnimationByName(FName AnimationName) const
{
  UWidgetAnimation* const* WidgetAnimation = AnimationsMap.Find(AnimationName);
  if (WidgetAnimation)
  {
    return *WidgetAnimation;
  }
  return nullptr;
}

This method allows us to retrieve our animation by the keyed name.

In addition to the video here is a bunch of additional reading material: