mirror of
https://github.com/mordentral/AdvancedSessionsPlugin.git
synced 2025-10-23 08:24:18 +00:00
49 lines
1.8 KiB
C++
49 lines
1.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "OnlineSubSystemHeader.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;
|
|
};
|
|
|