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RequestSteamUserInfo.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4//
5// #include "CoreMinimal.h"
6// #pragma warning(disable:4996)
7// #pragma warning(disable:4265)
8// #pragma warning(disable:4701)
9//
10// #include "CoreMinimal.h"
11// #include "SteamRequests.h"
12// #pragma push_macro("ARRAY_COUNT")
13// #undef ARRAY_COUNT
14//
15// #if USING_CODE_ANALYSIS
16// MSVC_PRAGMA(warning(push))
17// MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
18// #endif
19//
20// #include "OnlineSubsystem.h"
21// #include "OnlineSubsystemSteam.h"
22// #include <steam/steam_api.h>
23// #include "SteamFriendsData.h"
24//
25// #if USING_CODE_ANALYSIS
26// MSVC_PRAGMA(warning(pop))
27// #endif
28//
29// #pragma pop_macro("ARRAY_COUNT")
30// #include "Kismet/BlueprintAsyncActionBase.h"
31// #include "RequestSteamUserInfo.generated.h"
32//
33// /////////////////////////////////////////////////////////////////////////////////////////////////////
34// DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FResponseGetSteamUserInfoDelegate, const bool, bSuccess, int32, SteamErrorOutput);
35// /////////////////////////////////////////////////////////////////////////////////////////////////////
36// UCLASS()
37// class STATSINTEGRATION_API URequestSteamUserInfo : public UBlueprintAsyncActionBase
38// {
39// GENERATED_BODY()
40// public:
41// UPROPERTY(BlueprintAssignable)
42// FResponseGetSteamUserInfoDelegate OnSuccess;
43// UPROPERTY(BlueprintAssignable)
44// FResponseGetSteamUserInfoDelegate OnFailure;
45//
46// // requests information about a user - persona name & avatar
47// // if bRequireNameOnly is set, then the avatar of a user isn't downloaded
48// // - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
49// // if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
50// // if returns false, it means that we already have all the details about that user, and functions can be called immediately
51// UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"), Category = "Simple Steam Stats & Achievements")
52// static URequestSteamUserInfo* GetSteamUserInfo(const FSteamUniqueNetId UniqueNetId, const bool bRequireNameOnly);
53//
54//
55// private:
56// FOnlineSubsystemSteam* SteamSubsystem;
57// virtual void Activate() override;
58//
59// void GetSteamUser();
60//
61// FSteamUniqueNetId SteamID;
62// bool bNameOnly;
63//
64// STEAM_CALLBACK(URequestSteamUserInfo, OnPersonaStateChanged, PersonaStateChange_t);
65//
66//
67
68// };