[QUOTE=polygon;453709]
Hi ,
I have a feature request for your plugin and I’m really curious if this could be easily implemented and what you guys think about it.
So when inviting other players via steam, at the moment the typical steam overlay is shown ingame. The invited player can accept the invitation via the steam chat. So far so good and this works like a charm
But I have a suggestion: Could you implement a custom event into your “Advanced Friends Game Instance” that fires if you are getting an invitation from another player and that contains the same inputs as “Event On Session Invite Accepted”? This would be really nice because with this event we could implement our own UMG’s for accepting invitations instead of using the steam chat.
EDIT: Another thing came to my mind: Would it be possible to get the steam avatar of a friend and draw it into a UMG widget?
Thanks for your super awesome plugin and best regards,
Daniel
I am pretty sure that accepting invites is not exposed to the subsystem layer or I would have already added it, I will double check though. As for the steam avatar, no, I can’t do it directly through the subsystem interface currently.
I have had a lot of various requests for things that aren’t possible directly through the subsystem interface though, I may just bite the bullet and extend the plugin to support more steam specific functions as it is the big dog of subsystems and already has a clean accessible API.
I’ll let you know if I decide to go ahead and just add more functionality for steam with steam only nodes.
[QUOTE=adipFTW;453804]
Hey man,
marvelous plugin you have there, I’ll definetly use it, BUT is the 4.10 plugin compatible with the 4.11 preview?
Alternatively, can you be bothered to compile this for 4.11?
I don’t think there are any major changes at all with the subsystems with 4.11, the last hurdle that had me changing code was when they were still half and half returning const net ids for players and were converting them over little by little each patch.
It should compile just fine with 4.11, however I stopped supporting preview releases as I had to re-compile with each patch they add. The moment that the new version comes out (comes out during a work day every time) I will batch rebuild the plugin and upload for 4.11. Turn around is usually within the hour of a new engine version.