
الوصف
Talk to any web API and read any JSON — entirely in Blueprint. Every request with auth, smart retries and progress, plus the easiest JSON in Unreal (dynamic-pin Json Analyze, dot-paths, JSONPath), WebSocket & SSE, and OAuth2/PKCE. 118 nodes that just work..
DOCUMENTATION
EXAMPLE PROJECT - 5.8
DISCORD
Stop wiring 20 nodes to read one JSON field.
Calling a REST API in Unreal usually means a tangle of request setup, a callback, and a long chain of "get field → get field → cast" just to reach one value. Other plugins fix half of it: great HTTP or great JSON, real-time or REST, simple or powerful. Pro Http is all of it — the complete request stack and the easiest JSON in Unreal, in one Blueprint plugin. No C++ required.
🌐 SEND ANY REQUEST
Send HTTP Request — GET, POST, PUT, PATCH, DELETE, HEAD, OPTIONS in one node, with custom headers, query parameters, five body types, and one-click Bearer, Basic or API-Key auth.
Fully async — every request fires On Success, On Failed and On Progress pins on the game thread. Never blocks a frame.
Smart retries — exponential backoff + jitter that honours the server's Retry-After header, with a configurable timeout. Flaky endpoints, handled.
Download File / Upload File — stream big files to and from disk (multipart), both reporting progress.
🧩 THE EASIEST JSON IN UNREAL
Json Analyze — the headline node. Feed it a JSON string, then type a key or dot-path and a typed output pin appears for it. user.name, items[0].id, results[2].tags[0] — wire the value straight out. No parsing chains, ever.
Typed getters by dot-path — String / Integer / Float / Boolean / Object / Array, each with a bFound pin so bad data never returns garbage.
Find Key — digs a field out of a deep response without knowing the full path.
Make JSON — the mirror node: add an input pin per field and get a ready JSON body out, types auto-detected.
Struct ↔ JSON — serialize ANY Blueprint struct to JSON, or fill one from a response, with a single wildcard node.
No other plugin on Fab combines dynamic-pin JSON, full HTTP and real-time in one.
🔎 QUERY, VALIDATE & TRANSFORM JSON
JSONPath — $.store.book[*].author, recursive descent $..price, and filters [?(@.price<10)] return every match at once.
JSON Schema validation (draft-07 subset) with precise error paths.
RFC 6902 patch, RFC 7386 merge patch, and diff — mutate documents the standard way.
JSON → USTRUCT codegen — paste a sample response, get ready C++ struct code.
🔌 REAL-TIME, NOT JUST REST
WebSocket client — connect, send text, and react to On Message / On Closed. Full-duplex multiplayer chat, live dashboards, trading feeds.
Server-Sent Events (SSE) — subscribe to a text/event-stream endpoint and turn each message into a Blueprint event. Perfect for streaming LLM APIs.
🔐 AUTHENTICATION DONE RIGHT
OAuth2 with PKCE (RFC 7636) — generate the verifier & challenge, build the authorization URL, parse the redirect, then exchange / refresh / client- credentials the token, all async.
Ready-made Bearer, Basic and API-Key helpers for everything else.
🛡️ BUILT FOR PRODUCTION
Cookie jar — stores Set-Cookie and replays the right cookies per request, like a browser.
ETag response cache — conditional requests with If-None-Match; reuse the body on a 304.
Token-bucket rate limiter — stay under any API's limits.
Gzip compress / decompress for fat request bodies.
A single source tree compiles on Unreal Engine 5.1 through 5.8, on desktop and mobile. UTF-8 safe everywhere. Full PDF documentation and a ProHttp.Test self-test included.
PERFECT FOR
REST & GraphQL backends · leaderboards & accounts · live ops & remote config · streaming LLM / AI APIs · multiplayer chat & presence · webhooks & analytics · in-game web dashboards · save-to-cloud · asset & DLC downloading.
One plugin. 118 nodes. Ship your game, not an HTTP layer.
FAQ
Do I need C++? No. Every feature is a Blueprint node. (The plugin itself is C++, so your project must be able to compile — Visual Studio / Xcode for the first build.) Packaged / shipping builds? Yes — the runtime module ships on every platform. The dynamic Json Analyze / Make JSON nodes are editor-only and expand into runtime nodes at compile time, so projects that use them ship fine too. Engine versions? UE 5.1 – 5.8, from a single source — no per-version forks. Does it block the game thread? Never. Every request is async; big downloads stream straight to disk. Non-English text? Fully UTF-8 safe: accents, Turkish, CJK and emoji round-trip. What about streaming LLMs? Yes — the SSE client delivers each data: chunk as a Blueprint event.













