Added GetPlayerAuthToken function to advanced identity

Now forcing not passing in a player controller if hosting dedicated.


Former-commit-id: 7a6578b7ce8d98c87e33ef4623fddc2e39be31ce
This commit is contained in:
mordentral
2016-10-26 09:21:36 -04:00
parent 942a0bbf90
commit 24952f0d37
3 changed files with 39 additions and 4 deletions

View File

@@ -29,6 +29,10 @@ public:
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
static void GetLoginStatus(const FBPUniqueNetId & UniqueNetID, EBPLoginStatus & LoginStatus, EBlueprintResultSwitch &Result);
// Get the auth token for a local player
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedIdentity", meta = (ExpandEnumAsExecs = "Result"))
static void GetPlayerAuthToken(APlayerController * PlayerController, FString & AuthToken, EBlueprintResultSwitch &Result);
// Get a players nickname
UFUNCTION(BlueprintPure, Category = "Online|AdvancedIdentity")
static void GetPlayerNickname(const FBPUniqueNetId & UniqueNetID, FString & PlayerNickname);