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DestroyingSessions(null, steam)

I'm using a setup for my game where from my game instance I was reaching into my game sessions to start / join / find games.

Example GetGameSession()->JoinASession(Player->GetPreferredUniqueNetId(), GameSessionName, SearchResult);

My question is why when I had my DestroySessionAndLeaveGame function with its delegates and handles inside of my game session class would it cause a crash when I clicked my Leave Game and Kick Player UI buttons.But when I moved the destruction code into my game instance class everything worked fine. From my limited understanding they should have both been using the same GameSessionName?

void UMyGameInstance::DestroySessionAndLeaveGame()   
{  
 IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get();
    if (OnlineSub)
    {
        IOnlineSessionPtr Sessions = OnlineSub->GetSessionInterface();
        if (Sessions.IsValid())
        {    
               Sessions->AddOnDestroySessionCompleteDelegate_Handle(GetGameSession()->OnDestroySessionCompleteDelegate);
        Sessions->DestroySession(GameSessionName);
        }
    }
 }

Product Version: UE 4.14
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asked Mar 22 '17 at 02:01 PM in C++ Programming

avatar image

maxproz
1 2 2

avatar image maxproz Mar 22 '17 at 02:02 PM

Having my delegate and delegate functions for joining / hosting games worked fine when I had it inside my game session class. I'm just mainly curious why destruction didn't work.

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