mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
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Added a control bool for the auto travel setup, and exposed two new variables to the Update Session node
76 lines
2.7 KiB
C++
76 lines
2.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/Engine.h"
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#include "BlueprintDataDefinitions.h"
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#include "UpdateSessionCallbackProxyAdvanced.generated.h"
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UCLASS(MinimalAPI)
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class UUpdateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when the session was updated successfully
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnSuccess;
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// Called when there was an error updating the session
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// 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
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
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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);
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// UOnlineBlueprintCallProxyBase interface
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virtual void Activate() override;
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// End of UOnlineBlueprintCallProxyBase interface
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private:
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// Internal callback when session creation completes, calls StartSession
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void OnUpdateCompleted(FName SessionName, bool bWasSuccessful);
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// The delegate executed by the online subsystem
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FOnUpdateSessionCompleteDelegate OnUpdateSessionCompleteDelegate;
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// Handles to the registered delegates above
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FDelegateHandle OnUpdateSessionCompleteDelegateHandle;
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// Number of public connections
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int NumPublicConnections = 100;
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// Number of private connections
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int NumPrivateConnections = 0;
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// Whether or not to search LAN
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bool bUseLAN = false;
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// Whether or not to allow invites
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bool bAllowInvites = true;
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// Store extra settings
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TArray<FSessionPropertyKeyPair> ExtraSettings;
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// Whether to update the online data
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bool bRefreshOnlineData = true;
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// Allow joining in progress
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bool bAllowJoinInProgress = true;
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// Allow joining in progress
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bool bAllowJoinViaPresence = true;
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// Allow joining in progress
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bool bAllowJoinViaPresenceFriendsOnly = false;
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// Update whether this is a dedicated server or not
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bool bDedicatedServer = false;
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bool bShouldAdvertise = true;
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// The world context object in which this call is taking place
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TWeakObjectPtr<UObject> WorldContextObject;
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};
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