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5.6-Locked
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bf1e457b81 |
@@ -44,10 +44,15 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
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bool bEnableTalkingStatusDelegate;
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bool bEnableTalkingStatusDelegate;
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// If true we will auto join a session we have accepted in the overlay.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoJoinSessionOnAcceptedUserInviteReceived = false;
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// If true we will auto travel to a game session when an invite is received.
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// If true we will auto travel to a game session when an invite is received.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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// This can get in the way of Beacon Sessions, you may want to disable it.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
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bool bAutoTravelOnAcceptedUserInviteReceived = true;
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bool bAutoTravelOnAcceptedUserInviteReceived = false;
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//virtual void PostLoad() override;
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//virtual void PostLoad() override;
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virtual void Shutdown() override;
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virtual void Shutdown() override;
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@@ -22,9 +22,15 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
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{
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{
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if (!bAutoJoinSessionOnAcceptedUserInviteReceived)
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return;
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
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if (SessionInterface.IsValid())
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if (SessionInterface.IsValid())
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{
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{
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// Eventually call this?, would need another call back to run through
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//SessionInterface->DestroySession(NAME_GameSession);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));
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