#pragma once #include "CoreMinimal.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "FindSessionsCallbackProxy.h" #include "FSDJoinSessionCallbackProxy.generated.h" class APlayerController; class UFSDJoinSessionCallbackProxy; class UObject; UCLASS(Blueprintable, MinimalAPI) class UFSDJoinSessionCallbackProxy : public UOnlineBlueprintCallProxyBase { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEmptyOnlineDelegate OnSuccess; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FEmptyOnlineDelegate OnFailure; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UObject* WorldContextObject; public: UFSDJoinSessionCallbackProxy(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UFSDJoinSessionCallbackProxy* FSDJoinSession(UObject* NewWorldContextObject, APlayerController* PlayerController, const FBlueprintSessionResult& SearchResult, const FString& FSDPassword, bool fromInvite); };