fix 4.27 compilation differences

This commit is contained in:
mordentral
2022-07-14 21:19:05 -04:00
parent ef928edaef
commit 13c795a6e5
2 changed files with 5 additions and 5 deletions

View File

@@ -21,8 +21,8 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
FEmptyOnlineDelegate OnFailure; FEmptyOnlineDelegate OnFailure;
// Logs into the identity interface // Logs into the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity") 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); static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType);
// UOnlineBlueprintCallProxyBase interface // UOnlineBlueprintCallProxyBase interface
virtual void Activate() override; virtual void Activate() override;

View File

@@ -65,7 +65,7 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{ {
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player); ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
FUniqueNetIdRepl UniqueID(UserId.AsShared()); auto uniqueId = UserId.AsShared();
if (Player) if (Player)
{ {
@@ -75,13 +75,13 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
{ {
Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle); Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
} }
Player->SetCachedUniqueNetId(UniqueID); Player->SetCachedUniqueNetId(uniqueId);
} }
if (APlayerState* State = PlayerControllerWeakPtr->PlayerState) if (APlayerState* State = PlayerControllerWeakPtr->PlayerState)
{ {
// Update UniqueId. See also ShowLoginUICallbackProxy.cpp // Update UniqueId. See also ShowLoginUICallbackProxy.cpp
State->SetUniqueId(UniqueID); State->SetUniqueId((const FUniqueNetIdPtr&)uniqueId);
} }
} }