void UAdvancedSessionsLibrary::GetSessionSettings(int32 &NumConnections, bool &bIsLAN, bool &bIsDedicated, bool &bIsAnticheatEnabled, int32 &BuildUniqueID, TArray<FSessionPropertyKeyPair> &ExtraSettings, TEnumAsByte<EBlueprintResultSwitch::Type> &Result)
{
	IOnlineSessionPtr SessionInterface = Online::GetSessionInterface();

	if (!SessionInterface.IsValid())
	{
		UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session interface!"));
		Result = EBlueprintResultSwitch::Type::OnFailure;
		return;
	}

	FOnlineSessionSettings* settings = SessionInterface->GetSessionSettings(GameSessionName);
	if (!settings)
	{
		UE_LOG(AdvancedSessionsLog, Warning, TEXT("GetSessionSettings couldn't get the session settings!"));
		Result = EBlueprintResultSwitch::Type::OnFailure;
		return;
	}
	BuildUniqueID = settings->BuildUniqueId;
	NumConnections = settings->NumPublicConnections;
	bIsLAN = settings->bIsLANMatch;
	bIsDedicated = settings->bIsDedicated;
	bIsAnticheatEnabled = settings->bAntiCheatProtected;
	
	FSessionPropertyKeyPair NewSetting;

	for (auto& Elem : settings->Settings)
	{
		NewSetting.Key = Elem.Key;
		NewSetting.Data = Elem.Value.Data;
		ExtraSettings.Add(NewSetting);
	}

	Result = EBlueprintResultSwitch::Type::OnSuccess;
}
void UOnlineSessionClient::SetInviteFlags(UWorld* World, const FJoinabilitySettings& Settings)
{
	IOnlineSessionPtr SessionInt = Online::GetSessionInterface(World);
	if (SessionInt.IsValid())
	{
		FOnlineSessionSettings* GameSettings = SessionInt->GetSessionSettings(Settings.SessionName);
		if (GameSettings != NULL)
		{
			GameSettings->bShouldAdvertise = Settings.bPublicSearchable;
			GameSettings->bAllowInvites = Settings.bAllowInvites;
			GameSettings->bAllowJoinViaPresence = Settings.bJoinViaPresence && !Settings.bJoinViaPresenceFriendsOnly;
			GameSettings->bAllowJoinViaPresenceFriendsOnly = Settings.bJoinViaPresenceFriendsOnly;
			GameSettings->NumPublicConnections = Settings.MaxPlayers;
			SessionInt->UpdateSession(Settings.SessionName, *GameSettings, false);
		}
	}
}