void UGameInstance::Shutdown() { ReceiveShutdown(); // Clear the world context pointer to prevent further access. WorldContext = nullptr; }
void UGameInstance::Shutdown() { ReceiveShutdown(); const auto OnlineSub = IOnlineSubsystem::Get(); if (OnlineSub != nullptr) { IOnlineSessionPtr SessionInt = OnlineSub->GetSessionInterface(); if (SessionInt.IsValid()) { SessionInt->ClearOnSessionUserInviteAcceptedDelegate_Handle(OnSessionUserInviteAcceptedDelegateHandle); } } // Clear the world context pointer to prevent further access. WorldContext = nullptr; }