#pragma once #include "CoreMinimal.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "FindSessionsCallbackProxy.h" #include "FindSessionsCallbackProxy.h" #include "FSDFindSessionsCallbackProxy.generated.h" class APlayerController; class UFSDFindSessionsCallbackProxy; class UFSDFindSteamSessions; class UObject; UCLASS(Blueprintable, MinimalAPI) class UFSDFindSessionsCallbackProxy : public UOnlineBlueprintCallProxyBase { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlueprintFindSessionsResultDelegate OnSuccess; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlueprintFindSessionsResultDelegate OnFailure; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlueprintFindSessionsResultDelegate OnRefresh; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UObject* WorldContextObject; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UFSDFindSteamSessions* FSDFindSteamSessions; public: UFSDFindSessionsCallbackProxy(); private: UFUNCTION(BlueprintCallable) void OnFSDCompleted(bool bSuccess, const TArray& Results); public: UFUNCTION(BlueprintCallable) static void ManualRefreshServerList(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UFSDFindSessionsCallbackProxy* FSDFindSessions(UObject* NewWorldContextObject, APlayerController* PlayerController, int32 MaxResults, bool bUseLAN); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UFSDFindSessionsCallbackProxy* FSDFindFullSessions(UObject* NewWorldContextObject, APlayerController* PlayerController, int32 MaxResults); };