7 Commits

Author SHA1 Message Date
Joshua (MordenTral) Statzer
5fc56c5ac9 Adding function to get the net id of a session owner 2025-09-26 08:36:26 -04:00
Joshua
682ac3f676 Added a control bool for the auto travel setup
Added a control bool for the auto travel setup, and exposed two new variables to the Update Session node
2025-08-07 15:01:34 -04:00
Joshua
b7b684fae9 fix missing return 2025-07-29 08:29:26 -04:00
mordentral
9eedc08f9a set built settings 2025-07-24 00:29:45 -04:00
mordentral
07634f173d fix a bug in the overlays 2025-07-19 23:57:47 -04:00
Joshua
df749735dd they didn't fix it fully turns out 2025-06-05 15:14:50 -04:00
Joshua
9a62ea3b61 looks like they fixed the steam status string crash 2025-05-16 12:35:30 -04:00
11 changed files with 66 additions and 8 deletions

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@@ -5,6 +5,9 @@ public class AdvancedSessions : ModuleRules
{
public AdvancedSessions(ReadOnlyTargetRules Target) : base(Target)
{
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//bEnforceIWYU = true;

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@@ -44,6 +44,11 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
bool bEnableTalkingStatusDelegate;
// If true we will auto travel to a game session when an invite is received.
// This can get in the way of Beacon Sessions, you may want to disable it.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bAutoTravelOnAcceptedUserInviteReceived = true;
//virtual void PostLoad() override;
virtual void Shutdown() override;
virtual void Init() override;

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@@ -160,6 +160,10 @@ public:
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetID(APlayerController *PlayerController, FBPUniqueNetId &UniqueNetId);
// Get the unique net id of a network player attached to the given controller
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId);
// Get the unique net id of a network player who is assigned the the given player state
UFUNCTION(BlueprintPure, Category = "Online|AdvancedSessions|PlayerInfo|PlayerID")
static void GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId);

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@@ -21,7 +21,7 @@ class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
// Creates a session with the default online subsystem with advanced optional inputs, you MUST fill in all categories or it will pass in values that you didn't want as default values
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true);
static UUpdateSessionCallbackProxyAdvanced* UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = false, bool bAllowJoinInProgress = false, bool bRefreshOnlineData = true, bool bIsDedicatedServer = false, bool bShouldAdvertise = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
@@ -58,6 +58,12 @@ private:
// Allow joining in progress
bool bAllowJoinInProgress = true;
// Allow joining in progress
bool bAllowJoinViaPresence = true;
// Allow joining in progress
bool bAllowJoinViaPresenceFriendsOnly = false;
// Update whether this is a dedicated server or not
bool bDedicatedServer = false;

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@@ -47,6 +47,13 @@ void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSu
void UAdvancedFriendsGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result)
{
// If we don't want to auto travel to the session instance then exit out
if (!bAutoTravelOnAcceptedUserInviteReceived)
{
return;
}
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
if (SessionInterface.IsValid())
{

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@@ -451,6 +451,17 @@ void UAdvancedSessionsLibrary::GetUniqueNetID(APlayerController *PlayerControlle
}
}
void UAdvancedSessionsLibrary::GetUniqueNetIdOfSessionOwner(FBlueprintSessionResult SessionResult, FBPUniqueNetId& UniqueNetId)
{
FBPUniqueNetId ReturnID;
if (SessionResult.OnlineResult.IsValid())
{
ReturnID.SetUniqueNetId(SessionResult.OnlineResult.Session.OwningUserId);
}
UniqueNetId = ReturnID;
}
void UAdvancedSessionsLibrary::GetUniqueNetIDFromPlayerState(APlayerState *PlayerState, FBPUniqueNetId &UniqueNetId)
{
if (!PlayerState)

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@@ -83,6 +83,8 @@ void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSucce
{
OnFailure.Broadcast();
}
return;
}
OnFailure.Broadcast();

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@@ -12,7 +12,7 @@ UUpdateSessionCallbackProxyAdvanced::UUpdateSessionCallbackProxyAdvanced(const F
{
}
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise)
UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::UpdateSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bAllowJoinInProgress, bool bRefreshOnlineData, bool bIsDedicatedServer, bool bShouldAdvertise, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly)
{
UUpdateSessionCallbackProxyAdvanced* Proxy = NewObject<UUpdateSessionCallbackProxyAdvanced>();
Proxy->NumPublicConnections = PublicConnections;
@@ -25,6 +25,8 @@ UUpdateSessionCallbackProxyAdvanced* UUpdateSessionCallbackProxyAdvanced::Update
Proxy->bAllowJoinInProgress = bAllowJoinInProgress;
Proxy->bDedicatedServer = bIsDedicatedServer;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bAllowJoinViaPresence = bAllowJoinViaPresence;
Proxy->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
return Proxy;
}
@@ -65,11 +67,14 @@ void UUpdateSessionCallbackProxyAdvanced::Activate()
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsLANMatch = bUseLAN;
//Settings->bUsesPresence = true;
//Settings->bAllowJoinViaPresence = true;
Settings->bAllowInvites = bAllowInvites;
Settings->bAllowJoinInProgress = bAllowJoinInProgress;
Settings->bIsDedicated = bDedicatedServer;
// Added in 5.6
Settings->bAllowJoinViaPresence = bAllowJoinViaPresence;
Settings->bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
FOnlineSessionSetting * fSetting = NULL;
FOnlineSessionSetting ExtraSetting;
for (int i = 0; i < ExtraSettings.Num(); i++)

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@@ -5,6 +5,9 @@ public class AdvancedSteamSessions : ModuleRules
{
public AdvancedSteamSessions(ReadOnlyTargetRules Target) : base(Target)
{
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
//bEnforceIWYU = true;

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@@ -337,8 +337,8 @@ public:
static bool RequestSteamFriendInfo(const FBPUniqueNetId UniqueNetId, bool bRequireNameOnly = false);
// Opens the steam overlay to go to the specified user dialog
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI")
static bool OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
UFUNCTION(BlueprintCallable, Category = "Online|AdvancedFriends|SteamAPI", meta = (WorldContext = "WorldContextObject"))
static bool OpenSteamUserOverlay(UObject* WorldContextObject, const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType);
// Returns if the steam overlay is currently active (this can return false during initial overlay hooking)
UFUNCTION(BlueprintPure, Category = "Online|AdvancedFriends|SteamAPI")

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@@ -1,6 +1,7 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AdvancedSteamFriendsLibrary.h"
#include "OnlineSubSystemHeader.h"
#include "OnlineSubsystemTypes.h"
#include "Engine/Texture.h"
#include "Engine/Texture2D.h"
#include "TextureResource.h"
@@ -237,7 +238,7 @@ bool UAdvancedSteamFriendsLibrary::RequestSteamFriendInfo(const FBPUniqueNetId U
}
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(UObject* WorldContextObject,const FBPUniqueNetId UniqueNetId, ESteamUserOverlayType DialogType)
{
#if (PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX) && STEAM_SDK_INSTALLED
if (!UniqueNetId.IsValid() || !UniqueNetId.UniqueNetId->IsValid() || UniqueNetId.UniqueNetId->GetType() != STEAM_SUBSYSTEM)
@@ -248,13 +249,24 @@ bool UAdvancedSteamFriendsLibrary::OpenSteamUserOverlay(const FBPUniqueNetId Uni
if (SteamAPI_Init())
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
if (DialogType == ESteamUserOverlayType::invitetolobby)
{
SteamFriends()->ActivateGameOverlayInviteDialog(id);
UWorld* const World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(World);
if (SessionInterface.IsValid())
{
FNamedOnlineSession* CurrentSession = SessionInterface->GetNamedSession(NAME_GameSession);
if (CurrentSession && CurrentSession->SessionInfo->GetSessionId().IsValid())
{
uint64 id = *((uint64*)CurrentSession->SessionInfo->GetSessionId().GetBytes());
SteamFriends()->ActivateGameOverlayInviteDialog(id);
}
}
}
else
{
uint64 id = *((uint64*)UniqueNetId.UniqueNetId->GetBytes());
FString DialogName = EnumToString("ESteamUserOverlayType", (uint8)DialogType);
SteamFriends()->ActivateGameOverlayToUser(TCHAR_TO_ANSI(*DialogName), id);
}