First post since the new site so apologies if the formatting is broken or nonsensical.
In the UE5 multiplayer course with Kaan, in the online subsection bit,
if(SessionInterface.IsValid())//Tshared ptrs have a built in .IsValid() function
{
PrintString("Session interface is valid!");
SessionInterface->OnCreateSessionCompleteDelegates.AddUObject(this, &UMultiplayerSessionsSubsystem::OnCreateSessionComplete); //& before function to get address of function function is now bound to this delegate
}
and the subsequent function
void UMultiplayerSessionsSubsystem::OnCreateSessionComplete(FName SessionName, bool WasSuccessful)
{
PrintString("test");
PrintString(FString::Printf(TEXT("OnCreateSessionComplete: %d"), WasSuccessful));
}
Never seem to fire.
When I run the program from the batch file and click on create server I can see the cmd screen dump session settings, but the game never seems to print out the bound delegate function.
I’m scratching my head wondering if this is a steam issue or a code issue.
Is there any way for me to debug this to see if it’s not completing correctly?