Advanced Sessions Plugin

[QUOTE=patience;627469]
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?)

You would have to bind to the callback delegates for the nodes as they have multiple execution paths, the steam subsystem has callbacks because it asks for information over the internet, you don’t get instant results.

So a few options

  1. Bind to the results
  2. Exi has a c++ tutorial for sessions on the wiki and forum that you could follow for the parts you are unsure of.
  3. Leave sessions in BP, there isn’t a performance benefit to switching them to c++, they aren’t doing heavy math or constant node calls.
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