#pragma once #include "CoreMinimal.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "FSDCreateSessionCallbackProxy.generated.h" class APlayerController; class UFSDCreateSessionCallbackProxy; class UObject; UCLASS(Blueprintable, MinimalAPI) class UFSDCreateSessionCallbackProxy : public UOnlineBlueprintCallProxyBase { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEmptyOnlineDelegate OnSuccess; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEmptyOnlineDelegate OnFailure; UFSDCreateSessionCallbackProxy(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UFSDCreateSessionCallbackProxy* FSDCreateSession(UObject* WorldContextObject, APlayerController* PlayerController, int32 PublicConnections, bool bUseLAN, bool bFriendsOnly); };