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すべてを統合する - セッション入門 - (Unreal Engine モジュール)

Last updated on October 23, 2024

Connect the UI to create, leave, and display current session status

  1. Start by opening the CreateSessionWidget_Starter class Header file. Find the variable called SessionTemplateName_Dummy and fill it with the session template name you set up in Set up game sessions.

    protected:
    // ...
    const FString SessionTemplateName_Dummy = "unreal-elimination-none";
  2. You need to modify the function definition that you set up in Add session creation menu. Open CreateSessionWidget_Starter class CPP file and navigate to CreateSession. Add the following code:

    void UCreateSessionWidget_Starter::CreateSession()
    {
    if (!SessionOnlineSession)
    {
    return;
    }

    // An event to validate to start the session will be used in the Play with Party module.
    if (SessionOnlineSession->ValidateToStartSession.IsBound() &&
    !SessionOnlineSession->ValidateToStartSession.Execute())
    {
    return;
    }

    Ws_Processing->LoadingMessage = TEXT_REQUESTING_SESSION_CREATION;
    SwitchContent(EContentType::LOADING);

    // Create dummy session. Override dummy session template name if applicable.
    SessionOnlineSession->CreateSession(
    SessionOnlineSession->GetLocalUserNumFromPlayerController(GetOwningPlayer()),
    SessionOnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession),
    FOnlineSessionSettings(),
    EAccelByteV2SessionType::GameSession,
    UTutorialModuleOnlineUtility::GetDummySessionTemplateOverride().IsEmpty() ?
    SessionTemplateName_Dummy : UTutorialModuleOnlineUtility::GetDummySessionTemplateOverride());
    }
  3. Still in the CPP file, navigate to LeaveSession and add the following code:

    void UCreateSessionWidget_Starter::LeaveSession()
    {
    if (!SessionOnlineSession)
    {
    return;
    }

    Ws_Processing->LoadingMessage = TEXT_LEAVING_SESSION;
    SwitchContent(EContentType::LOADING);

    SessionOnlineSession->LeaveSession(
    SessionOnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession));
    }
  4. Bind the response function in this UI class to the Online Session response delegate. Navigate to NativeOnActivated and replace it with the code below. In this code, if the player is already in a game session, it immediately shows the widget's success state.

    void UCreateSessionWidget_Starter::NativeOnActivated()
    {
    Super::NativeOnActivated();

    #pragma region "UI related"
    Btn_Back->OnClicked().AddUObject(this, &ThisClass::DeactivateWidget);
    Btn_CreateSession->OnClicked().AddUObject(this, &ThisClass::CreateSession);
    Btn_Leave->OnClicked().AddUObject(this, &ThisClass::LeaveSession);
    Ws_Processing->OnRetryClicked.AddUObject(this, &ThisClass::CreateSession);
    #pragma endregion

    SessionOnlineSession = Cast<UAccelByteWarsOnlineSessionBase>(GetGameInstance()->GetOnlineSession());
    if (!ensure(SessionOnlineSession))
    {
    return;
    }

    SessionOnlineSession->GetOnCreateSessionCompleteDelegates()->AddUObject(this, &ThisClass::OnCreateSessionComplete);
    SessionOnlineSession->GetOnLeaveSessionCompleteDelegates()->AddUObject(this, &ThisClass::OnLeaveSessionComplete);

    // Set initial UI state.
    SwitchContent(EContentType::CREATE);

    // Set UI state to success if already in a session.
    const FName SessionName = SessionOnlineSession->GetPredefinedSessionNameFromType(EAccelByteV2SessionType::GameSession);
    const FNamedOnlineSession* OnlineSession = SessionOnlineSession->GetSession(SessionName);
    if (OnlineSession)
    {
    OnCreateSessionComplete(SessionName, true);
    }
    }
  5. To make sure that the response functions in this menu won't trigger when the user is not in the menu, unbind the response functions from the response delegate when the UI closes. Still in the CPP file, navigate to NativeOnDeactivated and add the following code:

    void UCreateSessionWidget_Starter::NativeOnDeactivated()
    {
    Super::NativeOnDeactivated();

    #pragma region "UI related"
    Btn_CreateSession->OnClicked().RemoveAll(this);
    Btn_Back->OnClicked().RemoveAll(this);
    Btn_Leave->OnClicked().RemoveAll(this);
    Ws_Processing->OnRetryClicked.RemoveAll(this);
    #pragma endregion

    if (SessionOnlineSession)
    {
    SessionOnlineSession->GetOnCreateSessionCompleteDelegates()->RemoveAll(this);
    SessionOnlineSession->GetOnLeaveSessionCompleteDelegates()->RemoveAll(this);
    }
    }

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