Plugin Usage - HeliosOrg/SimpleDataIntegration GitHub Wiki
Using Simple Data Integration nodes in your UE4 project
Sending and retrieving data to and from an external server that you control is as easy as dragging out the appropriate getter or setter node into Blueprints.
Right-click within a Blueprints Event Graph and type in the name of whatever variable you wish to GET or SET. For example, if you had DecalColor
as one of the variables in your input.json
file, there are two types of nodes, Get DecalColor
and Set DecalColor
. Select the appropriate Blueprint nodes and use them to GET and SET your variables!
When you run the project, send flow of execution into the nodes. Then, when the nodes have set or retrieved your variables from the server, flow of execution will emanate from the OnSuccess
pin, and for Getter
nodes, the output pin will hold the value of the retrieved variable. If there are any problems during the network request, flow of execution will emanate from the OnFail
pin and you should see a helpful debug message logged in the console. However, while the node is fetching data from the network, your project doesn't need to stall! Flow of execution will emanate from the regular flow of execution pin as expected of other Blueprint nodes. However, for getter nodes, the output value is not reliable until flow of execution emanates from the OnSuccess
pin, and for setter nodes, the variable is not reliably set on the server until flow of execution emanates from the OnSuccess
pin.
An example of pulling from the server
Use Event Tick
and Delay
to poll for data changes from other Internet-connected devices.
An example of posting to the server
Use keyboard events to set variables in the cloud that will persist between games!