void URadeGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result) { // Get the OnlineSubsystem we want to work with IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get(); if (OnlineSub) { // Get SessionInterface from the OnlineSubsystem IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface(); if (Sessions.IsValid()) { // Clear the Delegate again Sessions->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle); // Get the first local PlayerController, so we can call "ClientTravel" to get to the Server Map // This is something the Blueprint Node "Join Session" does automatically! APlayerController * const PlayerController = GetFirstLocalPlayerController(); // We need a FString to use ClientTravel and we can let the SessionInterface contruct such a // String for us by giving him the SessionName and an empty String. We want to do this, because // Every OnlineSubsystem uses different TravelURLs FString TravelURL; if (PlayerController && Sessions->GetResolvedConnectString(SessionName, TravelURL)) { // Finally call the ClienTravel. If you want, you could print the TravelURL to see // how it really looks like PlayerController->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute); } } } }
void UtrnetDemoGameInstance::OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result) { isLoading_ = false; GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("OnJoinSessionComplete %s, %d"), *SessionName.ToString(), static_cast<int32>(Result))); // Get SessionInterface from the OnlineSubsystem IOnlineSessionPtr Sessions = GetSession(); if (!Sessions.IsValid()) { return; } // Clear the Delegate again Sessions->ClearOnJoinSessionCompleteDelegate_Handle(OnJoinSessionCompleteDelegateHandle); // Get the first local PlayerController, so we can call "ClientTravel" to get to the Server Map // This is something the Blueprint Node "Join Session" does automatically! APlayerController * const PlayerController = GetFirstLocalPlayerController(); // We need a FString to use ClientTravel and we can let the SessionInterface contruct such a // String for us by giving him the SessionName and an empty String. We want to do this, because // Every OnlineSubsystem uses different TravelURLs FString TravelURL; if (PlayerController && Sessions->GetResolvedConnectString(SessionName, TravelURL)) { // Finally call the ClienTravel. If you want, you could print the TravelURL to see // how it really looks like PlayerController->ClientTravel(TravelURL, ETravelType::TRAVEL_Absolute); } }