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