Http Client in UnrealScript
Here’s an idiomatic UnrealScript example demonstrating the concept of an HTTP client:
This UnrealScript example demonstrates how to create an HTTP client and make a simple GET request. Here’s a breakdown of the code:
We define a class
HTTPClientExample
that extendsObject
.We declare variables for
HttpRequest
andHttpResponse
, which are UnrealScript classes for handling HTTP communication.The
Init()
function sets up and sends the HTTP request:- We create a new
HttpRequest
object. - We set the URL for the request to “https://example.com”.
- We set the request method to GET.
- We assign a completion delegate
OnRequestComplete
to handle the response. - Finally, we send the request using
ProcessRequest()
.
- We create a new
The
OnRequestComplete()
function is called when the request is completed:- It checks if the request was successful.
- If successful, it prints the response status code.
- It then retrieves the response body as a string.
- The response body is split into lines.
- The first 5 lines of the response (or fewer if there are less than 5) are printed to the log.
We use UnrealScript’s backtick log syntax (
`log
) for logging, which is equivalent toConsole.Log
in UE3 orUE_LOG
in UE4.The
defaultproperties
block is empty in this case but is included as it’s a common practice in UnrealScript.
To use this code in an Unreal Engine project:
- Create a new script file named
HTTPClientExample.uc
in your project’s Scripts folder. - Copy the code into this file.
- Compile the script as part of your project.
- You can then create an instance of this class and call the
Init()
function to start the HTTP request.
Note that UnrealScript’s HTTP functionality may vary depending on the version of Unreal Engine you’re using. This example assumes a relatively recent version with built-in HTTP request capabilities. In older versions, you might need to use platform-specific or third-party plugins for HTTP communication.
Also, be aware that UnrealScript is primarily used in Unreal Engine 3 and earlier versions. For Unreal Engine 4 and later, you would typically use C++ or Blueprint for similar functionality.