mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-23 16:34:07 +00:00
49 lines
2.0 KiB
C++
49 lines
2.0 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
#include "OnlineSubSystemHeader.h"
|
|
#include "Kismet/BlueprintFunctionLibrary.h"
|
|
#include "Online.h"
|
|
#include "OnlineSubsystem.h"
|
|
#include "OnlineFriendsInterface.h"
|
|
#include "OnlineUserInterface.h"
|
|
#include "OnlineMessageInterface.h"
|
|
#include "OnlinePresenceInterface.h"
|
|
#include "Engine/GameInstance.h"
|
|
#include "OnlineSessionInterface.h"
|
|
#include "OnlineSessionSettings.h"
|
|
#include "UObjectIterator.h"
|
|
#include "BlueprintDataDefinitions.h"
|
|
#include "AdvancedFriendsInterface.generated.h"
|
|
|
|
|
|
UINTERFACE(MinimalAPI)
|
|
class UAdvancedFriendsInterface : public UInterface
|
|
{
|
|
GENERATED_UINTERFACE_BODY()
|
|
};
|
|
|
|
class IAdvancedFriendsInterface
|
|
{
|
|
GENERATED_IINTERFACE_BODY()
|
|
public:
|
|
|
|
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
|
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted"))
|
|
void OnSessionInviteReceived(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult);
|
|
|
|
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
|
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnSessionInviteAccepted"))
|
|
void OnSessionInviteAccepted(FBPUniqueNetId PersonInviting, const FBlueprintSessionResult& SearchResult);
|
|
|
|
// Called when the designated LocalUser has accepted a session invite, use JoinSession on result to connect
|
|
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnPlayerVoiceStateChanged"))
|
|
void OnPlayerVoiceStateChanged(FBPUniqueNetId PlayerId, bool bIsTalking);
|
|
|
|
// REMOVED BECAUSE IT WAS NEVER BEING CALLED
|
|
// Called when the designated LocalUser has received a session invite, use JoinSession on result to connect
|
|
//UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "OnSessionInviteReceived"))
|
|
//void OnSessionInviteReceived(const FBPUniqueNetId &FriendInviting, const FBlueprintSessionResult &Session);
|
|
|
|
};
|