nsjames / UE4_Tutorial_Http

Proper usage of HTTP within UE4

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UE4 Tutorial - Http


Http requests in UE4 are fairly straight forward, however here are a few pitfalls and suggestions:

  • UE4 only accepts GET/PUT/POST requests. This means you can not send DELETE/PATCH requests.
  • You can write your own serializers/deserializers, but I highly recommend the use of USTRUCT() and FJsonObjectConverter
  • I find it easiest to use the service as an Actor child. You should spawn it into the level once and reference it.

Setup


Before you start make sure you have included the required dependencies.

# Path: Source/YourProject/YourProject.Build.cs
PrivateDependencyModuleNames.AddRange(new string[] { "Http", "Json", "JsonUtilities" });
  • Http is our trusty ue4 http implementation.
  • Json is the json conversion library
  • JsonUtilities has the FJsonObjectConverter we will be using to convert Json data to Struct data


At this point you could probably just grab the files and go over them, but here's a detailed explanation as well as some reasoning behind design decisions and a friendly reminder to keep code clean.


Table Of Contents


USTRUCTS()

FRequest_Login and FResponse_Login are both used to pass data back and forth between UE4 and your Back-End Server. I wont be touching on back-end servers but I will be showing the JSON that will be sent and returned.

FRequest_Login holds the email and password that we are using to log into our account.

USTRUCT()
struct FRequest_Login {
	GENERATED_BODY()
	UPROPERTY() FString email;
	UPROPERTY() FString password;

	FRequest_Login() {}
};

JSON EXAMPLE: { "email":"some@email.com", "password":"strongpassword" }

FResponse_Login holds the returned response from the login request.

USTRUCT()
struct FResponse_Login {
	GENERATED_BODY()
	UPROPERTY() int id;
	UPROPERTY() FString name;
	UPROPERTY() FString hash;

	FResponse_Login() {}
};

JSON EXAMPLE: { "id":1, "name":"Batman", "hash":"asdf-qwer-dfgh-erty" }

Note: You should provide a 'hash' property on every player login success. It will be used to verify their account on every subsequent request; since APIs dont hold state.


Some important variables:

  • FHttpModule* Http; - Holds a reference to UE4's Http implementation. It's used to create request objects.
  • FString ApiBaseUrl - You should replace this with your actual API url.
  • FString AuthorizationHeader - This is the key for the Authentication header. Your back-end might expect a different form of this such as X-Auth-Token, X-Requested-With or something similar.


Internal Methods:

These are just some methods that you can use to build eloquently written api calls.

    TSharedRef<IHttpRequest> RequestWithRoute(FString Subroute);
	void SetRequestHeaders(TSharedRef<IHttpRequest>& Request);

Both RequestWithRoute and SetRequestHeaders are used to initialize Http Request Objects. They shouldn't be called directly, only through the methods below.

	TSharedRef<IHttpRequest> GetRequest(FString Subroute);
	TSharedRef<IHttpRequest> PostRequest(FString Subroute, FString ContentJsonString);

GetRequest and PostRequest are the proper methods to call. I intentionally left out PutRequest so that you may implement it using the same structure.

You might be asking Why not just have one method that accepts a Verb? - The simple answer is that inserting a string into a parameter is not only sloppy, but will also add error checking and useless complexity to a very simple method.

Let's take a look at the implementations of PostRequest, RequestWithRoute and SetRequestHeaders

TSharedRef<IHttpRequest> AHttpService::PostRequest(FString Subroute, FString ContentJsonString) {
	TSharedRef<IHttpRequest> Request = RequestWithRoute(Subroute);
	Request->SetVerb("POST");
	Request->SetContentAsString(ContentJsonString);
	return Request;
}

TSharedRef<IHttpRequest> AHttpService::RequestWithRoute(FString Subroute) {
	TSharedRef<IHttpRequest> Request = Http->CreateRequest();
	Request->SetURL(ApiBaseUrl + Subroute);
	SetRequestHeaders(Request);
	return Request;
}

void AHttpService::SetRequestHeaders(TSharedRef<IHttpRequest>& Request) {
	Request->SetHeader(TEXT("User-Agent"), TEXT("X-UnrealEngine-Agent"));
	Request->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
	Request->SetHeader(TEXT("Accepts"), TEXT("application/json"));
	Request->SetHeader(AuthorizationHeader, AuthorizationHash);
}

As you can see, PostRequest is very simple and uses RequestWithRoute to build itself, keeping everything nice and clean. The flow for PostRequest goes as follows:

  • Get Request Object with a subroute and set it's Headers
  • Set the Verb to POST
  • Set the RequestObjects's Content to a Json formatted string
  • Return the RequestObject


Sending a Request:

    void Send(TSharedRef<IHttpRequest>& Request);

This is really just a semantically named method for cleanliness. As you can see from the code below it really doesn't do much besides clean up the naming conventions and make the code more readable.

void AHttpService::Send(TSharedRef<IHttpRequest>& Request) {
	Request->ProcessRequest();
}


Checking for valid Responses:

ResponseIsValid is used to deeply check if a response is valid.

  • !bWasSuccessful is returned from the Http request made by UE4. It's the first check because if it fails no further information will be given.
  • !Response.IsValid() is also returned from the UE4 request, and means that most likely the request succeeded, but the response can't be parsed.
  • If the ResponseCode is not Ok ( 200 ) then we will also return false, as well as log out the code returned.
bool AHttpService::ResponseIsValid(FHttpResponsePtr Response, bool bWasSuccessful) {
	if (!bWasSuccessful || !Response.IsValid()) return false;
	if (EHttpResponseCodes::IsOk(Response->GetResponseCode())) return true;
	else {
		UE_LOG(LogTemp, Warning, TEXT("Http Response returned error code: %d"), Response->GetResponseCode());
		return false;
	}
}


Serialization and Deserialization

We're going to be using FJsonObjectConverter to convert json to scructs and structs to json. Like I said above I suggest you use FJsonObjectConverter. Here are some reasons why:

  • Support for TArray, even TArray
  • Support for Enum from string/int ( for example a json of { "itemType":"Weapon" } will become EItemType itemType = EItemType::Weapon;
  • Direct conversion into a USTRUCT() which is garbage collected.

Let's look at the two methods that handle serialization and deserialization.

Get Json String From Struct:

template <typename StructType>
void AHttpService::GetJsonStringFromStruct(StructType FilledStruct, FString& StringOutput) {
	FJsonObjectConverter::UStructToJsonObjectString(StructType::StaticStruct(), &FilledStruct, StringOutput, 0, 0);
}

This method gets a Json Formatted String from a struct of type and binds it to the StringOutput. We see this in action in the Login() method.

Get Struct From Json String:

template <typename StructType>
void AHttpService::GetStructFromJsonString(FHttpResponsePtr Response, StructType& StructOutput) {
	StructType StructData;
	FString JsonString = Response->GetContentAsString();
	FJsonObjectConverter::JsonObjectStringToUStruct<StructType>(JsonString, &StructOutput, 0, 0);
}

This method does the exact opposite of GetJsonStringFromStruct() and binds a Struct using the Json Formatted String to the StructOutput. We see this in action in the LoginResponse() method.


Okay! Let's look at some real world Http Requests!

I've included a simple login example in the file as well just to illustrate how this all comes together nicely and neatly.

For the Login (Request)

void AHttpService::Login(FRequest_Login LoginCredentials) {
	FString ContentJsonString;
	GetJsonStringFromStruct<FRequest_Login>(LoginCredentials, ContentJsonString);

	TSharedRef<IHttpRequest> Request = PostRequest("user/login", ContentJsonString);
	Request->OnProcessRequestComplete().BindUObject(this, &AHttpService::LoginResponse);
	Send(Request);
}
  • FString ContentJsonString holds the returned json from the GetJsonStringFromStruct method.
  • TSharedRef<IHttpRequest> Request holds the RequestObject that we get from the PostRequest method. Note that we are passing in a subroute relative to the ApiBaseUrl we put into the .h file.
  • Request->OnProcessRequestComplete().BindUObject(this, &AHttpService::LoginResponse); is highly important here. We use this to bind the Resquest's response to a method.
  • Send(Request); does just what it says. Hence the nicely semantic naming convention.

Here's an example of the method being called:

CALLED FROM BeginPlay():
    FRequest_Login LoginCredentials;
	LoginCredentials.email = TEXT("asdf@asdf.com");
	LoginCredentials.password = TEXT("asdfasdf");
	Login(LoginCredentials);

For the Login (Response)

void AHttpService::LoginResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) {
	if (!ResponseIsValid(Response, bWasSuccessful)) return;

	FResponse_Login LoginResponse;
	GetStructFromJsonString<FResponse_Login>(Response, LoginResponse);

	SetAuthorizationHash(LoginResponse.hash);

	UE_LOG(LogTemp, Warning, TEXT("Id is: %d"), LoginResponse.id);
	UE_LOG(LogTemp, Warning, TEXT("Name is: %s"), *LoginResponse.name);
}

Let's take a moment to look at the Mandatory parameters.

  • FHttpRequestPtr Request
  • FHttpResponsePtr Response
  • bool bWasSuccessful - If the response was successful at all. ( Will fail for instance if the server is down. )

You don't have to worry about passing these in, they are passed automatically by UE4.

    if (!ResponseIsValid(Response, bWasSuccessful)) return;

We don't want to continue if the response is bad, so it's good practice to run this method.

    FResponse_Login LoginResponse;
    GetStructFromJsonString<FResponse_Login>(Response, LoginResponse);

Here we're binding the Json Response into our custom FResponse_Login Struct.

Note A struct will simply not fill itself out if there are properties missing. Keep that in mind.

    SetAuthorizationHash(LoginResponse.hash);

We can set the hash for further requests here. Really though, we should be passing it back to the specific Player and bind it on each request, otherwise every player will be the same user.


Passing Back Data

Here's how to pass back some data after the HTTP Request has succeeded. Let's take our Login and LoginResponse and revamp them a bit.

header file

    void Login(FRequest_Login LoginCredentials, ACustomPlayerState* PlayerState);
	void LoginResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, ACustomPlayerState* PlayerState);

cpp file

void AHttpService::Login(FRequest_Login LoginCredentials, ACustomPlayerState* PlayerState) {
	FString ContentJsonString;
	GetJsonStringFromStruct<FRequest_Login>(LoginCredentials, ContentJsonString);

	TSharedRef<IHttpRequest> Request = PostRequest("user/login", ContentJsonString);
	Request->OnProcessRequestComplete().BindUObject(this, &AHttpService::LoginResponse, PlayerState);
	Send(Request);
}

void AHttpService::LoginResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, ACustomPlayerState* PlayerState) {
	if (!ResponseIsValid(Response, bWasSuccessful)) return;

	FResponse_Login LoginResponse;
	GetStructFromJsonString<FResponse_Login>(Response, LoginResponse);
    PlayerState->PlayerLoginSuccessful(LoginResponse);
}

Notice the PlayerState inside of the Request->OnProcessRequestComplete().BindUObject(this, &AHttpService::LoginResponse, PlayerState); now.

We're passing a reference so the player state into the delegate to be used when the request finishes.

For the sake of clean code you should not be doing any non-http logic here. Pass your response data somewhere else and handle it there. APIs tend to be quite large and if you put all of your logic inside of your HttpService it will be too large to handle in the future.

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Proper usage of HTTP within UE4


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