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Prepping for auto documentation generation Former-commit-id: a26d6bbb5c6ba5e11d096bfaa486fd08c5b149ff
46 lines
1.7 KiB
C++
46 lines
1.7 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 "BlueprintDataDefinitions.h"
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#include "OnlineIdentityInterface.h"
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#include "GetUserPrivilegeCallbackProxy.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBlueprintGetUserPrivilegeDelegate,/* const &FBPUniqueNetId, PlayerID,*/ EBPUserPrivileges, QueriedPrivilege, bool, HadPrivilege);
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UCLASS(MinimalAPI)
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class UGetUserPrivilegeCallbackProxy : public UOnlineBlueprintCallProxyBase
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{
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GENERATED_UCLASS_BODY()
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// Called when there is a successful destroy
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UPROPERTY(BlueprintAssignable)
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FBlueprintGetUserPrivilegeDelegate OnSuccess;
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// Called when there is an unsuccessful destroy
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UPROPERTY(BlueprintAssignable)
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FEmptyOnlineDelegate OnFailure;
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// Gets the privilage of the user
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UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
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static UGetUserPrivilegeCallbackProxy* GetUserPrivilege(UObject* WorldContextObject, const EBPUserPrivileges & PrivilegeToCheck, const FBPUniqueNetId & PlayerUniqueNetID);
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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 the operation completes, calls out to the public success/failure callbacks
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void OnCompleted(const FUniqueNetId& PlayerID, EUserPrivileges::Type Privilege, uint32 Result);
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private:
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// The player controller triggering things
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FBPUniqueNetId PlayerUniqueNetID;
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// Privilege to check
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EBPUserPrivileges UserPrivilege;
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// The world context object in which this call is taking place
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UObject* WorldContextObject;
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};
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