Problem Http Request

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.

Reason is this:

 FHttpResponsePtr Response;
 return Response->GetContentAsString();

You create empty response pointer which is null and make a call of it, so engine stops when it checks its validity (IsValid())

This is not how you should use HTTP API, it’s asynchronous as you not sure when you get reponce… if you even get one. You need to bind to event to request and you get delegate for it from OnProcessRequestComplete() function, here you got example from engine code (this code is to test this API):

https://github.com/EpicGames/UnrealEngine/blob/dff3c48be101bb9f84633a733ef79c91c38d9542/Engine/Source/Runtime/Online/HTTP/Private/HttpTests.cpp#L17

TSharedPtr<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
Request->OnProcessRequestComplete().BindRaw(this, &FHttpTest::RequestComplete);
Request->SetURL(Url);
if (Payload.Len() > 0)
{
	Request->SetContentAsString(Payload);
}
Request->SetVerb(Verb);
Request->ProcessRequest();

Hmmm i think by returning this delegate in the end of blueprint node you should able to bind it in blueprints

Well make a delegate and make node return it, it will create red squere event which let you bind event same as set timer node does

I don’t know what I need to add to my new code because I don’t know how to get MessageBody in a node, I’m using delegates but it’s difficult to understand it and the code which you can find below has errors and I don’t know why.

Could you tell me how would be the code?

.H:

#include "Kismet/BlueprintFunctionLibrary.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include "HttpConnections.generated.h"

DECLARE_DYNAMIC_DELEGATE(Delegate, FString, Messagebody);

UCLASS()
class PROYECTOIMAG_API UHttpConnections : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:

	FHttpModule* Http;
	UFUNCTION(BlueprintCallable, Category = "Arch Function")
		static void MyHttpCall();

	UPROPERTY(BlueprintReadWrite, Category = "Delegate", VisibleAnywhere)
		Delegate Resultado;

	void RequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);

public:
	UFUNCTION(BlueprintPure)
		void Retrieve(Delegate& Messagebody);
};

.cpp:

#include "ProyectoImag.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include "Engine.h"
#include "HttpConnections.h"


/*Http call*/
void UHttpConnections::MyHttpCall()
{
	
	TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
	/*This is the url on which to process the request*/
	//Get a la base de datos
	Request->SetVerb("GET");
	Request->SetHeader("Content-Type", TEXT("application/"));
	Request->SetURL("http://localhost/basic/web/index.php?r=objetos%2Frecoger");
	Request->OnProcessRequestComplete().BindUObject(this, &UHttpConnections::RequestComplete);
	Request->ProcessRequest();
}
void UHttpConnections::RequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) 
{
	FString Messagebody;
	Messagebody=Response->GetContentAsString();
	Resultado.Broadcast(Messagebody);
}
void UHttpConnections::Retrieve(const ResultadoDelegate& Messagebody)
{
	Resultado = Messagebody;
}

Thanks.

delegates need “F” in front while naming. also, you must specify the variable count.

DECLARE_DYNAMIC_DELEGATE_OneParam(FDelegate, FString, Messagebody);

Could you tell me the lines that I have to add to obtain my parameter Messagebody? I think that I have to bind and then I have to call the parameter, but I don’t know how to do it.

#pragma once

#include "Kismet/BlueprintFunctionLibrary.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include "Runtime/Core/Public/Delegates/Delegate.h"
#include "HttpConnections.generated.h"

DECLARE_DELEGATE_OneParam(FDelegate, FString, Messagebody)

UCLASS()
class PROYECTOIMAG_API UHttpConnections : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:

	FHttpModule* Http;
	UFUNCTION(BlueprintCallable, Category = "Arch Function")
		static void MyHttpCall();

	void RequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);

	UFUNCTION(BlueprintPure)
		FString Retrieve(FString Messagebody);

	UPROPERTY(BlueprintAssignable)
		FDelegate Resultado;
	
};

// Fill out your copyright notice in the Description page of Project Settings.

#include "ProyectoImag.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include ".h"
#include <string>
#include "Engine.h"
#include <iostream>
#include "HttpConnections.h"

/*Http call*/
void UHttpConnections::MyHttpCall()
{
	TSharedRef<IHttpRequest> Request = FHttpModule::Get().CreateRequest();
	/*This is the url on which to process the request*/
	//Get a la base de datos
	Request->SetVerb("GET");
	Request->SetHeader("Content-Type", TEXT("application/"));
	Request->SetURL("http://localhost/basic/web/index.php?r=objetos%2Frecoger");
	Request->OnProcessRequestComplete().BindUObject(this, &UHttpConnections::RequestComplete);
	Request->ProcessRequest();
}
void UHttpConnections::RequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) 
{
	FString Messagebody;
	Messagebody=Response->GetContentAsString();

}
FString UHttpConnections::Retrieve(FString Messagebody)
{

}

Thanks :slight_smile:

About HTTP requests problem, maybe get some inspiration from this plugin: