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https://github.com/mordentral/AdvancedSessionsPlugin.git
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add auto conversion from my unique net id to the engines new bp accessible one
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@@ -172,6 +172,10 @@ public:
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UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal Unique Net ID", CompactNodeTitle = "==", Keywords = "== equal"), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B);
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static bool EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A, const FBPUniqueNetId &B);
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/** Converts a FBPUniqueNetID into a FUniqueNetID_Repl */
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UFUNCTION(BlueprintPure, meta = (DisplayName = "ToUniqueNetIDRepl (Unique Net ID)", CompactNodeTitle = "->", BlueprintAutocast), Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
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static FUniqueNetIdRepl Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID);
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// Check if a UniqueNetId is a friend
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// Check if a UniqueNetId is a friend
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
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UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|UniqueNetId")
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static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
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static void UniqueNetIdToString(const FBPUniqueNetId &UniqueNetId, FString &String);
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@@ -477,6 +477,11 @@ bool UAdvancedSessionsLibrary::EqualEqual_UNetIDUnetID(const FBPUniqueNetId &A,
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return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId()));
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return ((A.IsValid() && B.IsValid()) && (*A.GetUniqueNetId() == *B.GetUniqueNetId()));
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}
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}
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FUniqueNetIdRepl UAdvancedSessionsLibrary::Conv_BPUniqueIDToUniqueNetIDRepl(const FBPUniqueNetId& InUniqueID)
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{
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return FUniqueNetIdRepl(InUniqueID.GetUniqueNetId()->AsShared());
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}
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void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
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void UAdvancedSessionsLibrary::SetPlayerName(APlayerController *PlayerController, FString PlayerName)
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{
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{
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if (!PlayerController)
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if (!PlayerController)
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