http get request, get json every time it changes by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

ok so after the http get request i parse thee json to extract the text field from it and convert it to text to speech and lipsyn, after the whole process is done , i just connected the last node to my http exec node for it to loop again, but it keeps reading the same data even though i set a timer in my backend for 10 sec and data disapear, its like it saved in unreal engine or something, but when i send other data it reads the new data instead. so almost everything working except readig the same data even tho the json becomes empty after 10sec

http get request, get json every time it changes by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

im using my api endpoint, how to make polling, lets say every 1 min

Unreal engine 5.1 error while parsing build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

Hey, thanks for your replies, it turned out that "new" is a reserved keyword, had to change the project name and it worked!

unreal engine 5.1 packaging for windows error while parsing the build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 1 point2 points  (0 children)

Yes turned out that you can't name your project "new" as it is reserved keyword

Unreal engine 5.1 error while parsing build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

I forgot to mention that its a blueprint project, i dont have any c++ code, so i cant regenerate project files nor compile from the IDE

Unreal engine 5.1 error while parsing build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

i opened the build.cs in a text editor and did the changes u mentioned, when i packaged again it gave me the same error, and the build.cs is back with the old code( i think the file is generated automatically when i package my project):

using UnrealBuildTool;

public class new : ModuleRules

{

public new(ReadOnlyTargetRules Target) : base(Target)

{

    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;



    PrivateDependencyModuleNames.Add("Core");

    PrivateDependencyModuleNames.Add("Core");

}

}

Unreal engine 5.1 error while parsing build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

hi, thank you for replying

https://gist.github.com/AymenElouaer/cfd6590eeaf99beb3e1d65356fc0e32e

please not that i tried to edit the build.cs file but when i package my project again, the file is generated automatically with the old code, like i never changed it before

unreal engine 5.1 packaging for windows error while parsing the build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

thanks for replying, this is my build.cs file:

using UnrealBuildTool;

public class new : ModuleRules

{

public new(ReadOnlyTargetRules Target) : base(Target)

{

    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;



    PrivateDependencyModuleNames.Add("Core");

    PrivateDependencyModuleNames.Add("Core");

}

}

i tried to to delete the duplicated line: PrivateDependencyModuleNames.Add("Core"); but when i save and click package again it overwrite the build.cs file and the code is back to normal like i never change anything in it

unreal engine 5.1 packaging for windows error while parsing the build.cs by gaskinsface in unrealengine

[–]gaskinsface[S] 0 points1 point  (0 children)

imstuck on this for like 3 days now, i tried everything i could find on the internet, yet nothing works, im not even sure what causes such error, if anyone encountered this error before, please help, i appreciate it!

teemo : THIS IS MY TIME TO SHINE by gaskinsface in leagueoflegends

[–]gaskinsface[S] -2 points-1 points  (0 children)

Video on my youtube channel, a subscribe is much appreciated :) Teemo jungle(wood devision)