5 Commits

Author SHA1 Message Date
Joshua (MordenTral) Statzer
68ba1f51ae Adding function to get the net id of a session owner 2025-09-26 08:36:34 -04:00
Joshua
ca9797b112 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 15:03:09 -04:00
Joshua
a6f91c874c fix missing return 2025-07-29 08:29:35 -04:00
mordentral
81d17ad107 fix a bug in the overlays 2025-07-21 15:16:32 -04:00
mordentral
24b39f20e7 Revert "restore presence info, it no longer crashes"
This reverts commit 0decc37599.
2025-07-19 23:58:04 -04:00
8 changed files with 6 additions and 26 deletions

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@@ -1,8 +1,8 @@
{
"FileVersion": 3,
"FriendlyName": "Advanced Sessions",
"Version": 5.7,
"VersionName": "5.7",
"Version": 5.5,
"VersionName": "5.5",
"Description": "Adds new blueprint functions to handle more advanced session operations.",
"Category": "Advanced Sessions Plugin",
"CreatedBy": "Joshua Statzer",

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@@ -5,9 +5,6 @@ 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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@@ -44,15 +44,10 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedVoiceInterface)
bool bEnableTalkingStatusDelegate;
// If true we will auto join a session we have accepted in the overlay.
// This can get in the way of Beacon Sessions, you may want to disable it.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AdvancedFriendsInterface)
bool bAutoJoinSessionOnAcceptedUserInviteReceived = false;
// 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 = false;
bool bAutoTravelOnAcceptedUserInviteReceived = true;
//virtual void PostLoad() override;
virtual void Shutdown() override;

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@@ -22,15 +22,9 @@ UAdvancedFriendsGameInstance::UAdvancedFriendsGameInstance(const FObjectInitiali
void UAdvancedFriendsGameInstance::OnSessionUserInviteAccepted(const bool bWasSuccessful, const int32 ControllerId, FUniqueNetIdPtr UserId, const FOnlineSessionSearchResult& InviteResult)
{
if (!bAutoJoinSessionOnAcceptedUserInviteReceived)
return;
IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(GetWorld());
if (SessionInterface.IsValid())
{
// Eventually call this?, would need another call back to run through
//SessionInterface->DestroySession(NAME_GameSession);
SessionInterface->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle);
OnJoinSessionCompleteDelegateHandle = SessionInterface->AddOnJoinSessionCompleteDelegate_Handle(
FOnJoinSessionCompleteDelegate::CreateUObject(this, &UAdvancedFriendsGameInstance::OnJoinSessionComplete));

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@@ -151,9 +151,7 @@ void UAdvancedFriendsLibrary::GetFriend(APlayerController *PlayerController, con
Friend.PresenceInfo.bIsPlaying = pres.bIsPlaying;
Friend.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;
Friend.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
// OnlineFriendPresenceInterfaceSteam has the issue
//Friend.PresenceInfo.StatusString = pres.Status.StatusStr;
}
}
@@ -268,7 +266,6 @@ void UAdvancedFriendsLibrary::GetStoredFriendsList(APlayerController *PlayerCont
BPF.PresenceInfo.bIsPlaying = pres.bIsPlaying;
BPF.PresenceInfo.PresenceState = ((EBPOnlinePresenceState)((int32)pres.Status.State));
// #TODO: Check back in on this in shipping, epic is missing the UTF8_TO_TCHAR call on converting this and its making an invalid string
// OnlineFriendPresenceInterfaceSteam has the issue
//BPF.PresenceInfo.StatusString = pres.Status.StatusStr;
BPF.PresenceInfo.bIsJoinable = pres.bIsJoinable;
BPF.PresenceInfo.bIsPlayingThisGame = pres.bIsPlayingThisGame;

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@@ -2,8 +2,8 @@
"FileVersion" : 3,
"FriendlyName" : "Advanced Steam Sessions",
"Version" : 5.7,
"VersionName": "5.7",
"Version" : 5.4,
"VersionName": "5.4",
"Description" : "Adds new blueprint functions to handle more advanced session operations in Steam. REQUIRES ADVANCED SESSIONS",
"Category" : "Advanced Sessions Plugin",
"CreatedBy" : "Joshua Statzer",

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@@ -5,9 +5,6 @@ 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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@@ -42,7 +42,7 @@ MSVC_PRAGMA(warning(pop))
#endif // USING_CODE_ANALYSIS
#include <steam/isteamapps.h>
//#include <steam/isteamapplist.h>
#include <steam/isteamapplist.h>
//#include <OnlineSubsystemSteamTypes.h>
#pragma pop_macro("ARRAY_COUNT")