diff --git a/AdvancedSessions/Source/AdvancedSessions/Classes/LoginUserCallbackProxy.h b/AdvancedSessions/Source/AdvancedSessions/Classes/LoginUserCallbackProxy.h index 08bfd4c..dd50e8f 100644 --- a/AdvancedSessions/Source/AdvancedSessions/Classes/LoginUserCallbackProxy.h +++ b/AdvancedSessions/Source/AdvancedSessions/Classes/LoginUserCallbackProxy.h @@ -21,8 +21,8 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase FEmptyOnlineDelegate OnFailure; // Logs into the identity interface - UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity") - static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType); + UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity") + static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType); // UOnlineBlueprintCallProxyBase interface virtual void Activate() override; diff --git a/AdvancedSessions/Source/AdvancedSessions/Private/LoginUserCallbackProxy.cpp b/AdvancedSessions/Source/AdvancedSessions/Private/LoginUserCallbackProxy.cpp index 4f08f1f..80c8efe 100644 --- a/AdvancedSessions/Source/AdvancedSessions/Private/LoginUserCallbackProxy.cpp +++ b/AdvancedSessions/Source/AdvancedSessions/Private/LoginUserCallbackProxy.cpp @@ -65,7 +65,7 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu { ULocalPlayer* Player = Cast(PlayerControllerWeakPtr->Player); - FUniqueNetIdRepl UniqueID(UserId.AsShared()); + auto uniqueId = UserId.AsShared(); if (Player) { @@ -75,13 +75,13 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu { Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle); } - Player->SetCachedUniqueNetId(UniqueID); + Player->SetCachedUniqueNetId(uniqueId); } if (APlayerState* State = PlayerControllerWeakPtr->PlayerState) { // Update UniqueId. See also ShowLoginUICallbackProxy.cpp - State->SetUniqueId(UniqueID); + State->SetUniqueId((const FUniqueNetIdPtr&)uniqueId); } }