Hi, I have a quick question. I’ve been porting our game project to C++ after building a very functional demo in blueprint. I’m at a point where I should be porting over the existing session creation events and such that are called from UMG menus and the like. We have been using this plugin, and clearly this is intended for bp use. I was trying to figure out some manner in which I could possibly use it in C++ code, but am having trouble figuring out where certain methods like UCreateSessionCallbackProxyAdvanced::Activate() are called (it kind of looks like something called from the bp scripting engine, but I want to be sure).
Is it possible to use this plugin in C++ despite its targeting for bp? If so, any particular suggestions on where I should start? (e.g. should I just make direct calls to the functions I need from classes like UCreateSessionCallbackProxyAdvanced, ignoring things like delegate handles and such?)