Files
AdvancedSessionsPlugin/AdvancedSessions/Source/AdvancedSessions/Classes/SendFriendInviteCallbackProxy.h
mordentral 766552e4df Added #include "Engine/LocalPlayer.h"
To all files that call ULocalPlayer, this should have been required but for
some reason visual studio was ignoring it being missing.


Former-commit-id: 94181a9f954dd114b40950d61f97432e8afd1dd0
2017-04-26 10:41:27 -04:00

50 lines
1.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Engine/LocalPlayer.h"
#include "SendFriendInviteCallbackProxy.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(AdvancedSendFriendInviteLog, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBlueprintSendFriendInviteDelegate);
UCLASS(MinimalAPI)
class USendFriendInviteCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the friends list successfully was retrieved
UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnSuccess;
// Called when there was an error retrieving the friends list
UPROPERTY(BlueprintAssignable)
FBlueprintSendFriendInviteDelegate OnFailure;
// Adds a friend who is using the defined UniqueNetId, some interfaces do now allow this function to be called (INCLUDING STEAM)
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedFriends")
static USendFriendInviteCallbackProxy* SendFriendInvite(UObject* WorldContextObject, APlayerController *PlayerController, const FBPUniqueNetId &UniqueNetIDInvited);
virtual void Activate() override;
private:
// Internal callback when the friends list is retrieved
void OnSendInviteComplete(int32 LocalPlayerNum, bool bWasSuccessful, const FUniqueNetId &InvitedPlayer, const FString &ListName, const FString &ErrorString);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The UniqueNetID of the person to invite
FBPUniqueNetId cUniqueNetId;
// The delegate to call on completion
FOnSendInviteComplete OnSendInviteCompleteDelegate;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};