1.创建按钮和对应的回调函数


/* 大厅按钮 */UPROPERTY(meta = (BindWidget))UButton* HostButton;/* 加入会话按钮 */UPROPERTY(meta = (BindWidget))UButton* JoinButton;private:UFUNCTION()void OnHostButtonClicked();UFUNCTION()void OnJoinButtonClicked();
创建调试助手


#pragma once#include "CoreMinimal.h"/****/
namespace Debug
{static void Print(const FString& Message, FColor Color = FColor::Blue){if (GEngine){GEngine->AddOnScreenDebugMessage(-1, 5.f, Color, Message);UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);}}
};
绑定按钮对应的回调函数

bool UMenu::Initialize()
{if (!Super::Initialize()){return false;}if (HostButton){HostButton->OnClicked.AddDynamic(this, &UMenu::OnHostButtonClicked);}if (JoinButton){JoinButton->OnClicked.AddDynamic(this, &UMenu::OnJoinButtonClicked);}return true;
}

2.通过游戏实例获取在线会话子系统
private:class UMultiplayerSessionsSubsystem* MultiplayerSessionsSubsystem;// 通过获取游戏实例来获取在线会话子系统
UGameInstance* GameInstance = GetGameInstance();
if (GameInstance)
{MultiplayerSessionsSubsystem = GameInstance->GetSubsystem<UMultiplayerSessionsSubsystem>();
}
3.创建会话
/* 创建会话 */
void UMultiplayerSessionsSubsystem::CreateSession(int32 NumPublicConnections, FString MatchType)
{// 1.检查凭证是否有效if (!OnlineSessionInterface)return;// 2.防止多次点击造成会话多次创建auto ExitGameSession = OnlineSessionInterface->GetNamedSession(NAME_GameSession);if (!ExitGameSession){OnlineSessionInterface->DestroySession(NAME_GameSession);}// 3.绑定当会话创建完成的委托OnCreateSessionCompleteDelegateHandle = OnlineSessionInterface->AddOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegate);// 4.设置会话属性SessionSettings = MakeShareable(new FOnlineSessionSettings);SessionSettings->bIsLANMatch = IOnlineSubsystem::Get()->GetSubsystemName() == "Null" ? true : false;SessionSettings->bAllowJoinViaPresence = true; // 中途加入SessionSettings->NumPublicConnections = NumPublicConnections;SessionSettings->bAllowJoinInProgress = true; // 好友SessionSettings->bShouldAdvertise = true; // 广播此会话SessionSettings->bUsesPresence = true; // 好友系统SessionSettings->bUseLobbiesIfAvailable = true; // steam的聊天系统SessionSettings->Set(FName("MatchType"), MatchType, EOnlineDataAdvertisementType::ViaOnlineServiceAndPing);// 5.创建会话ULocalPlayer* LocalPC = GetWorld()->GetFirstLocalPlayerFromController();if (LocalPC){// 会话创建失败清理委托if (!OnlineSessionInterface->CreateSession(*LocalPC->GetPreferredUniqueNetId(), NAME_GameSession, *SessionSettings)){OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);}}
}
跳转到大厅并恢复移动设置
void UMenu::NativeDestruct()
{MenuTearDown();Super::NativeDestruct();
}void UMenu::OnHostButtonClicked()
{Print(TEXT("HostButton is Clicked!!!"));if (MultiplayerSessionsSubsystem){MultiplayerSessionsSubsystem->CreateSession(NumberOfPublicConnections, MatchType);UWorld* World = GetWorld();if (World){World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen");}}
}void UMenu::MenuTearDown()
{RemoveFromParent();if (GetWorld()){APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();if (PlayerController){FInputModeGameOnly InputModeData;PlayerController->SetInputMode(InputModeData);PlayerController->SetShowMouseCursor(false);}}
}
创建委托,解耦
1.创建委托,并广播
/* 创建会话成功的委托 */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMultiPlayerOnCreateSessionCompleted, bool, bWasSuccessful);/* 自定义的委托 */
/* 当创建会话完成时 */
FMultiPlayerOnCreateSessionCompleted MultiPlayerOnCreateSessionCompleted;// 5.创建会话
ULocalPlayer* LocalPC = GetWorld()->GetFirstLocalPlayerFromController();
if (LocalPC)
{// 会话创建失败清理委托if (!OnlineSessionInterface->CreateSession(*LocalPC->GetPreferredUniqueNetId(), NAME_GameSession, *SessionSettings)){OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);MultiPlayerOnCreateSessionCompleted.Broadcast(false);}
}/* 创建会话完成对应的回调 */
void UMultiplayerSessionsSubsystem::OnCreateSessionComplete(FName SessionName, bool bWasSuccessful)
{if (OnlineSessionInterface){OnlineSessionInterface->ClearOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegateHandle);MultiPlayerOnCreateSessionCompleted.Broadcast(true);}
}
2.绑定委托对应的回调函数
/* 当创建会话完成时 */UFUNCTION()void OnCreateSession(bool bWasSuccessful);// 绑定在线会话子系统的委托// 创建会话完成时MultiplayerSessionsSubsystem->MultiPlayerOnCreateSessionCompleted.AddDynamic(this, &ThisClass::OnCreateSession);void UMenu::OnCreateSession(bool bWasSuccessful)
{if (bWasSuccessful){UWorld* World = GetWorld();if (World){World->ServerTravel("/Game/ThirdPerson/Maps/Lobby?listen");}Print("Create Session Success!");}
}
