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manually merging server travel node to ue5
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@@ -200,5 +200,10 @@ public:
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|Misc")
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static bool HasOnlineSubsystem(FName SubSystemName);
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//**** Seamless travel Functions ****//
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//Exposes Server travel to blueprint
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Online|AdvancedSessions|Seamless", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
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static bool ServerTravel(UObject* WorldContextObject, const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify);
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};
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