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Added extra execution outputs to "Get Steam Avatar" node
Added in CriErrUA's pull request for equivilant nodes for uniquenetids and then optimized it. Former-commit-id: 224fcd8a032efaa49f4288837ab1173823cb51f4
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@@ -62,8 +62,8 @@ public:
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static void IsAFriend(APlayerController *PlayerController, const FBPUniqueNetId UniqueNetId, bool &IsFriend);
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// Get a texture of a valid friends avatar, STEAM ONLY, Returns invalid texture if the subsystem hasn't loaded that size of avatar yet
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (ExpandEnumAsExecs = "Result"))
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static UTexture2D * GetSteamFriendAvatar(const FBPUniqueNetId UniqueNetId, EBlueprintAsyncResultSwitch &Result, SteamAvatarSize AvatarSize = SteamAvatarSize::SteamAvatar_Medium);
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// Preloads the avatar and name of a steam friend, return whether it is already available or not, STEAM ONLY, Takes time to actually load everything after this is called.
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UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
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@@ -82,6 +82,19 @@ enum class EBlueprintResultSwitch : uint8
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OnFailure
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};
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// This makes a lot of the blueprint functions cleaner
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UENUM()
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enum class EBlueprintAsyncResultSwitch : uint8
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{
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// On Success
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OnSuccess,
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// Still loading
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AsyncLoading,
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// On Failure
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OnFailure
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};
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// This is to define server type searches
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UENUM(BlueprintType)
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enum class EBPServerPresenceSearchType : uint8
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