From ab9de1b344efcd9e6ab3b84f511b93fd338a2fdf Mon Sep 17 00:00:00 2001 From: Joshua Date: Fri, 8 Apr 2022 10:54:04 -0400 Subject: [PATCH] re-enabling end session --- .../AdvancedSessions/Classes/EndSessionCallbackProxy.h | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/AdvancedSessions/Source/AdvancedSessions/Classes/EndSessionCallbackProxy.h b/AdvancedSessions/Source/AdvancedSessions/Classes/EndSessionCallbackProxy.h index fc5af72..ad0b2dd 100644 --- a/AdvancedSessions/Source/AdvancedSessions/Classes/EndSessionCallbackProxy.h +++ b/AdvancedSessions/Source/AdvancedSessions/Classes/EndSessionCallbackProxy.h @@ -19,8 +19,11 @@ class UEndSessionCallbackProxy : public UOnlineBlueprintCallProxyBase UPROPERTY(BlueprintAssignable) FEmptyOnlineDelegate OnFailure; - // Ends the current session - UFUNCTION(BlueprintCallable, meta=(DeprecatedFunction,DeprecationMessage = "This function is deprecated, I realized that people have been using it wrong and it doesn't have much use in blueprints. Use Destroy Session only instead.",BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions|Deprecated") + /** + * Ends the current sessions, Generally for almost all uses you should be using the engines native Destroy Session node instead. + * This exists for people using StartSession and optionally hand managing the session state. + */ + UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedSessions|Deprecated") static UEndSessionCallbackProxy* EndSession(UObject* WorldContextObject, class APlayerController* PlayerController); // UOnlineBlueprintCallProxyBase interface