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Update README.md
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getnamo authored Nov 17, 2016
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Expand Up @@ -53,7 +53,7 @@ You can formulate any *SIOJsonValue* directly in blueprint. Apart from native ba

![IMG](http://i.imgur.com/PnxD6Ui.png)

Start with *Construct Json Object* then set any desired fields. In this instance we wanted to make the JSON *{"myString":"Hello"}* so we used *Set String Field* and then auto-converted the object into a message.
Start with *Construct Json Object* then set any desired fields. In this instance we wanted to make the JSON *{"myString":"Hello"}* so we used *Set String Field* and then auto-convert the object into a message.

### Complex Json

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####Complex message using sio::message
Currently the only way to handle json messages as the plugin doesn't auto-convert json types to UE4 types (contribute!). See [sio::message](https://github.com/socketio/socket.io-client-cpp/blob/master/src/sio_message.h) or [socket.io c++ readme](https://github.com/socketio/socket.io-client-cpp#emit-an-event) for examples.
See [sio::message](https://github.com/socketio/socket.io-client-cpp/blob/master/src/sio_message.h) or [socket.io c++ readme](https://github.com/socketio/socket.io-client-cpp#emit-an-event) for examples.
e.g. expecting a result {type:"some type"}
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