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Added DEFINE_BEAM_OPERATION_HOOK macros to help us expose configurabl…
…e last-mile hooks that customer code is allowed to hook into before continuing - Fixed BeamFlowExamples blueprint compilation errors due to changes to RequestTracker types - Fixed compilation issues due to UE 5.3.2 moving to C++20 - Added utility functions for triggering empty successful/error operations (much like Task.CompletedTask in C# land) - DEFINE_BEAM_OPERATION_HOOK are meant to be used internally in the core SDK and by customers in our, currently unreleased, Online Subsystem plugin; - Added template functions we can use to run one/array of DEFINE_BEAM_OPERATION_HOOK delegates; hooks are optional by definition so the wait handler executes 100% of time unless one of the given hooks is unbound --- we treat that as an Error. - Refactored UBeamRuntime's DelayedOperation to use the new Hook function; - Added Update Lobby Data, Update Player Tags and Provision Game Server Operations to UBeamLobbySubsystem; Provision - UBeamStatsSubsystem::RefreshStats can now be called inside DedicatedServers by passing in a fully formed StatsType with the GamerTag of a player in that server's game session. - Renamed UBeamLocalPlayerLobbyInfo to UBeamLobbyState for better clarity. - Added better error handling for wait operations;
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Plugins/BeamableCore/Content/Examples/BeamFlow/BP_EW_BeamFlowExamples.uasset
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