From e9bea6cac0737b37d6d5d61cbcd35dede91b653a Mon Sep 17 00:00:00 2001 From: Joshua Date: Mon, 23 Aug 2021 08:39:21 -0400 Subject: [PATCH] fix default value for lobby sessions on create session fix default value for lobby sessions on create session --- .../Classes/CreateSessionCallbackProxyAdvanced.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/AdvancedSessions/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h b/AdvancedSessions/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h index 6be8624..b91a7db 100644 --- a/AdvancedSessions/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h +++ b/AdvancedSessions/Source/AdvancedSessions/Classes/CreateSessionCallbackProxyAdvanced.h @@ -24,11 +24,11 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase * @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection) * @param bUseLAN When you want to play LAN, the level to play on must be loaded with option 'bIsLanMatch' * @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server. - * @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it. + * @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated * @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible. */ UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions") - static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = false, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true); + static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true); // UOnlineBlueprintCallProxyBase interface virtual void Activate() override;