I want to do a Http Request, and I’m using a blueprint function library, but when I have the response, UE4 crash.
Could you tell why?
My code is:
Cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "ProyectoImag.h"
#include "HTTP.h"
#include ".h"
#include <string>
#include "Engine.h"
#include <iostream>
#include "HttpConnections.h"
/*Http call*/
FString UHttpConnections::MyHttpCall()
{
TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
/*This is the url on which to process the request*/
Request->SetURL("http://localhost/basic/web/index.php?r=objetos%2Frecoger");
//Get a la base de datos
Request->SetVerb("GET");
Request->SetHeader(TEXT("User-Agent"), "X-UnrealEngine-Agent");
Request->SetHeader("Content-Type", TEXT("application/"));
Request->ProcessRequest();
FHttpResponsePtr Response;
return Response->GetContentAsString();
}
.H:
#include "Kismet/BlueprintFunctionLibrary.h"
#include "HTTP.h"
#include "HttpConnections.generated.h"
/**
*
*/
UCLASS()
class PROYECTOIMAG_API UHttpConnections : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
FHttpModule* Http;
UFUNCTION(BlueprintPure, Category = "Arch Functions")
static FString MyHttpCall();
};
Bug:
MachineId:
EpicAccountId:90f2d31f6fb440cb997e3afdffac214e
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: IsValid() [File:C:\Epic Games\4.10\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 739]
"
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_ProyectoImag!UHttpConnections::MyHttpCall() [c:\users\alejandro perez\desktop\proyectoimag\source\proyectoimag\httpconnections.cpp:33]
UE4Editor_ProyectoImag!UHttpConnections::execMyHttpCall() [c:\users\alejandro perez\desktop\proyectoimag\source\proyectoimag\httpconnections.h:16]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:484]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor_CoreUObject!UObject::execLet() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1558]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:4198]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1053]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\latentactionmanager.cpp:169]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\latentactionmanager.cpp:77]
UE4Editor_Engine!AActor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:745]
UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:730]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:107]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Thanks.