• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

HTTP request to website

Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
I'm trying to make an HTTP request to a web site when the map loads (ie. GET http://mysite.com/api). In UT2004, this was made pretty easy via El Muerte's LibHTTP. Is there a similar library for Unreal 3 or some native method that does this?
 

Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
Bump. If a dev could take a look at this that'd be great.

I might as well throw in another more straightforward question. Is there any way to reference active mutators to get access to their variables? I only know how to access default values for the variables :/
 

Ducky

Super Moderator
May 22, 2011
6,359
237
0
Netherlands
I might as well throw in another more straightforward question. Is there any way to reference active mutators to get access to their variables? I only know how to access default values for the variables :/
Can't quite follow what you are asking. Do you mean to use mutator A to access variables of mutator B? If yes, then the answer is yes too.

Here a function that will find any mutator for you:
Code:
static function Mutator GetMutator(name MutClass)
{
    local Mutator  mut;

    foreach class'WorldInfo'.static.GetWorldInfo().AllActors(class'Mutator', mut)
    {
        if (mut.IsA(MutClass))
        {
            return mut;
        }
    }

    return None;
}
Then in mutator A you can use it as:
Code:
function BlaBla()
{
    local MutatorB  mutB;

    mutB = MutatorB(static.GetMutator('MutatorB'));

    mutB.AnyVariable = 0;

    mutB.AnyFunction();
}
Disadvantage is that mutator A needs to be compiled against the sources of mutator B. You can overstep this by defining an interface for mutator B. Then mutator B inplements that interface. Next mutator A will look for the interface and not for the mutator. This way both mutator A and B compile against the interface. You can change A without having to rebuild B and you can change B without having to rebuild A.