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API > API/Plugins > API/Plugins/OnlineServicesInterface > API/Plugins/OnlineServicesInterface/Online > API/Plugins/OnlineServicesInterface/Online/TOnlineAsyncOpHandle
References
| Module | OnlineServicesInterface |
| Header | /Engine/Plugins/Online/OnlineServices/Source/OnlineServicesInterface/Public/Online/OnlineAsyncOpHandle.h |
| Include | #include "Online/OnlineAsyncOpHandle.h" |
template<typename... ArgTypes>
TOnlineAsyncOpHandle & OnProgress
&40;
ArgTypes &&... Args
&41;
Remarks
Need to add a comment here explaining how this works: There's an optional first parameter that is a class instance (raw pointer or shared/weakptr/ref/weakobjptr). If possible, this will be checked for validity before calling the callback Next is the callback, signatures in FAsyncOpState (TODO: Move that to a more visible location), can be a member function After that is any additional params that should be captured (like the ue4 delegates support) (or we remove this capability) Always called on the game thread
Parameters
| Name | Description |
|---|---|