2024-12-18 23:56:21 +00:00

48 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h"
#include "Engine/LocalPlayer.h"
#include "LogoutUserCallbackProxy.generated.h"
UCLASS(MinimalAPI)
class ULogoutUserCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an unsuccessful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Logs out of the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static ULogoutUserCallbackProxy* LogoutUser(UObject* WorldContextObject, class APlayerController* PlayerController);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnCompleted(int LocalUserNum, bool bWasSuccessful);
private:
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnLogoutCompleteDelegate Delegate;
// Handle to the registered OnDestroySessionComplete delegate
FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place
TWeakObjectPtr<UObject> WorldContextObject;
};