mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-28 10:54:17 +00:00
Split plugin into two modules
One is for the general AdvancedSessions The second is for Steam specific implementations This makes it easier to package without steam included, as the default setup always packaged steam out on PC platforms. Unchecking the AdvancedSteamSessions plugin should allow for totally removing any steam reliance from the plugin. You would also have to remove steam specific nodes from your blueprints as well however as they will no longer exist. Former-commit-id: 0bf1fc80dff7be0cc2b9cebaf5affed4918cea49
This commit is contained in:
@@ -0,0 +1,54 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "OnlineSubSystemHeader.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "Online.h"
|
||||
#include "OnlineSubsystem.h"
|
||||
#include "OnlineFriendsInterface.h"
|
||||
#include "OnlineUserInterface.h"
|
||||
#include "OnlineMessageInterface.h"
|
||||
#include "OnlinePresenceInterface.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "OnlineSessionInterface.h"
|
||||
|
||||
#include "UObjectIterator.h"
|
||||
|
||||
#include "AdvancedFriendsLibrary.generated.h"
|
||||
|
||||
|
||||
//General Advanced Sessions Log
|
||||
DECLARE_LOG_CATEGORY_EXTERN(AdvancedFriendsLog, Log, All);
|
||||
|
||||
UCLASS()
|
||||
class UAdvancedFriendsLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
//********* Friend List Functions *************//
|
||||
|
||||
// Sends an Invite to the current online session to a list of friends
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void SendSessionInviteToFriends(APlayerController *PlayerController, const TArray<FBPUniqueNetId> &Friends, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Sends an Invite to the current online session to a friend
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList", meta = (ExpandEnumAsExecs = "Result"))
|
||||
static void SendSessionInviteToFriend(APlayerController *PlayerController, const FBPUniqueNetId &FriendUniqueNetId, EBlueprintResultSwitch &Result);
|
||||
|
||||
// Get a friend from the previously read/saved friends list (Must Call GetFriends first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void GetFriend(APlayerController *PlayerController, const FBPUniqueNetId FriendUniqueNetId, FBPFriendInfo &Friend);
|
||||
|
||||
// Get the previously read/saved friends list (Must Call GetFriends first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void GetStoredFriendsList(APlayerController *PlayerController, TArray<FBPFriendInfo> &FriendsList);
|
||||
|
||||
// Get the previously read/saved recent players list (Must Call GetRecentPlayers first for this to return anything)
|
||||
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|RecentPlayersList")
|
||||
static void GetStoredRecentPlayersList(FBPUniqueNetId UniqueNetId, TArray<FBPOnlineRecentPlayer> &PlayersList);
|
||||
|
||||
// Check if a UniqueNetId is a friend
|
||||
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|FriendsList")
|
||||
static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
|
||||
};
|
||||
Reference in New Issue
Block a user