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https://github.com/mordentral/AdvancedSessionsPlugin.git
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OnlineSubSystemHeader.h"
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#include "FindFriendSessionCallbackProxy.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(AdvancedFindFriendSessionLog, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBlueprintFindFriendSessionDelegate, const FBlueprintSessionResult&, SessionInfo);
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UCLASS(MinimalAPI)
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class UFindFriendSessionCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the friends list successfully was retrieved
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UPROPERTY(BlueprintAssignable)
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FBlueprintFindFriendSessionDelegate OnSuccess;
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// Called when there was an error retrieving the friends list
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UPROPERTY(BlueprintAssignable)
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FBlueprintFindFriendSessionDelegate OnFailure;
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// Attempts to get the current session that a friend is in
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
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static UFindFriendSessionCallbackProxy* FindFriendSession(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId);
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virtual void Activate() override;
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private:
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// Internal callback when the friends list is retrieved
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void OnFindFriendSessionCompleted(int32 LocalPlayer, bool bWasSuccessful, const FOnlineSessionSearchResult& SessionInfo);
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// The player controller triggering things
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TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
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// The UniqueNetID of the person to invite
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FBPUniqueNetId cUniqueNetId;
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// The delegate to call on completion
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FOnFindFriendSessionCompleteDelegate OnFindFriendSessionCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle FindFriendSessionCompleteDelegateHandle;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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