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Andreas Grois

I was shocked when I saw that the plugin uses a TSharedPtr<UPlayFabAuthenticationContext>, where the UPlayFabAuthenticationContext is a UObject.

I always thought this to be impossible.

They use this to make it work:
- First create a TSharedRef<TStrongObjectPtr<UObject>>.
- Then use the aliasing constructor
TSharedPtr(TSharedPtr<OtherType>, ObjectType*) to create a new shared pointer using the Shared Reference as first, and the UObject as second parameter.

@landelare I have no clue...

My best guess is that they both want to use the same reference-type in C++ and Blueprint (so it needs to be a UObject) and they want you to use their factory instead of just using NewObject()...