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Unreal Engine C++ API Reference > Plugins > Party > USocialSettings
Syntax
UPROPERTY&40;Config&41;
TArray< FName > OssNamesWithEnvironmentIdPrefix
Remarks
The specific OSS' that have their IDs stored with an additional prefix for the environment to which they pertain. This is only necessary for OSS' (ex: Switch) that do not have separate environments, just one big pot with both dev and prod users/friendships/etc. For these cases, the linked account ID stored on the Primary UserInfo for this particular OSS will be prefixed with the specific environment in which the linkage exists. Additionally, the prefix must be prepended when mapping the external ID to a primary ID. Overall, it's a major hassle that can hopefully be done away with eventually, but for now is necessary to fake environmental behavior on OSS' without environments.