Lesson 59 - Game Sessions API Data Asset
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38
Source/DedicatedServers/Public/Data/API/APIData.h
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38
Source/DedicatedServers/Public/Data/API/APIData.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTags/DedicatedServerTags.h"
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#include "APIData.generated.h"
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/**
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*
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*/
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UCLASS()
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class DEDICATEDSERVERS_API UAPIData : public UDataAsset
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{
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GENERATED_BODY()
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public:
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FString GetAPIEndPoint(const FGameplayTag& APIEndPoint);
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protected:
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// Name of this API - for labeling in the Data Asset; This is nto used by any code.
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UPROPERTY(EditDefaultsOnly)
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FString Name;
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UPROPERTY(EditDefaultsOnly)
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FString InvokeUrl;
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UPROPERTY(EditDefaultsOnly)
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FString Stage;
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UPROPERTY(EditDefaultsOnly)
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TMap<FGameplayTag, FString> Resources;
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};
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@@ -0,0 +1,12 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "NativeGameplayTags.h"
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namespace DedicatedServersTags
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{
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namespace GameSessionsAPI
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{
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(ListFleets);
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}
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}
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@@ -6,6 +6,8 @@
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#include "UObject/Object.h"
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#include "HTTPRequestManager.generated.h"
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class UAPIData;
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/**
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*
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*/
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@@ -13,4 +15,9 @@ UCLASS(Blueprintable)
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class DEDICATEDSERVERS_API UHTTPRequestManager : public UObject
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{
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GENERATED_BODY()
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protected:
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UAPIData> APIData;
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};
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