at the moment i am playing around with unreal engine's HTTP module and wrote a class to query weather information from a web service. First I created a general HTTP service class like this:
#pragma once
#include "CoreMinimal.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include "Json.h"
#include "HTTPService.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FHTTPOnResponseRecievedDelegate, const FString&, HttpData);
UCLASS()
class THMVRAYPLUGIN_API UHTTPService : public UClass
{
GENERATED_BODY()
private:
FHttpModule * Http;
FString AuthorizationHeader = "Authorization";
void SetAuthorizationHash(FString Hash, TSharedRef<IHttpRequest>& Request);
void SetRequestHeaders(TSharedRef<IHttpRequest>& Request);
bool ResponseIsValid(FHttpResponsePtr Response, bool bWasSuccessful);
virtual void OnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccesful);
void Send(TSharedRef<IHttpRequest>& Request);
public:
UHTTPService();
FHTTPOnResponseRecievedDelegate responseReceived;
TSharedRef<IHttpRequest> GetRequest(FString request);
};
I declared a dynamic multicast delegate for the OnResponseReceived event. This method broadcasts the received JSON string:
void UHTTPService::OnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccesful)
{
if (ResponseIsValid(Response, bWasSuccesful)) {
FString JSONString = Response->GetContentAsString();
UE_LOG(LogTemp, Warning, TEXT("Http Response: %s"), *JSONString);
responseReceived.Broadcast(JSONString);
}
}
After that I created a subclass of the HTTPService class for a specific web API:
#pragma once
#include "CoreMinimal.h"
#include "HTTPService.h"
#include "HTTPWeatherService.generated.h"
UCLASS()
class THMVRAYPLUGIN_API UHTTPWeatherService : public UHTTPService
{
GENERATED_BODY()
private:
FString APIBaseURL = "xxxx";
FString APIKey = "xxxx";
public:
UHTTPWeatherService();
void queryWeatherAPIForCoords(float lat, float lon);
};
Now I want to use this for a custom actor, which I wrote. In the details panel customization I created a custom row to hold a button like this:
//....
auto OnWeatherButtonClicked = [myActor]
{
float lat = myActor->latitude;
float lon = myActor->longitude;
UHTTPWeatherService * weatherService = NewObject<UHTTPWeatherService>();
weatherService->queryWeatherAPIForCoords(lat, lon);
return FReply::Handled();
};
experimentalGroup.AddWidgetRow()
.ValueContent()
[
SNew(SButton)
.Text(LOCTEXT("Current weather", "Get weather at current location"))
.ToolTipText(LOCTEXT("Uses a web api to get information on the current weather at the current coords","Uses a web api to get information on the current weather at the current coords"))
.OnClicked_Lambda(OnWeatherButtonClicked)
];
//...
When you click the button, it fires the function to query the web api. What I want to do now is to bind a function to the dynamic multicast delegate. I want to fire a method of my custom actor when the response was received. How would you do that? What would be a good program structure? Can anybody provide a piece of code as reference?
Thanks in advance =)
I managed to make it work with a DECLARE_MULTICAST_DELEGATE_OneParam
instead of a DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam
.