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Медиа 1 для объявления Pro Http Request — 118 HTTP & JSON Create - Analyze Nodes

Описание

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.

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