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https://github.com/mordentral/AdvancedSessionsPlugin.git
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fix 4.27 compilation differences
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@@ -21,7 +21,7 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
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FEmptyOnlineDelegate OnFailure;
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// Logs into the identity interface
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity")
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", AdvancedDisplay = "AuthType"), Category = "Online|AdvancedIdentity")
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static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString AuthType);
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// UOnlineBlueprintCallProxyBase interface
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@@ -65,7 +65,7 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
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{
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
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FUniqueNetIdRepl UniqueID(UserId.AsShared());
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auto uniqueId = UserId.AsShared();
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if (Player)
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{
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@@ -75,13 +75,13 @@ void ULoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessfu
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{
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Identity->ClearOnLoginCompleteDelegate_Handle(Player->GetControllerId(), DelegateHandle);
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}
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Player->SetCachedUniqueNetId(UniqueID);
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Player->SetCachedUniqueNetId(uniqueId);
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}
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if (APlayerState* State = PlayerControllerWeakPtr->PlayerState)
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{
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// Update UniqueId. See also ShowLoginUICallbackProxy.cpp
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State->SetUniqueId(UniqueID);
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State->SetUniqueId((const FUniqueNetIdPtr&)uniqueId);
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}
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}
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