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Fixed a missing validity check in GetFriendsCallbackProxy
If a player controller was removed between when the node was called and when it resolved it would crash. Other async nodes were checked and they were not missing a validation check. Former-commit-id: 971738d49efeb611978366be370060cae5d10dba
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@@ -53,7 +53,8 @@ void UGetFriendsCallbackProxy::OnReadFriendsListCompleted(int32 LocalUserNum, bo
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IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
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IOnlineFriendsPtr Friends = Online::GetFriendsInterface();
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if (Friends.IsValid())
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if (Friends.IsValid())
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{
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{
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ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
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// Not actually needed anymore, plus was not being validated and causing a crash
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//ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
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TArray<FBPFriendInfo> FriendsListOut;
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TArray<FBPFriendInfo> FriendsListOut;
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TArray< TSharedRef<FOnlineFriend> > FriendList;
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TArray< TSharedRef<FOnlineFriend> > FriendList;
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