GroupBaseResultObserver
Register the callback of the Player Network SDK Guild module, to be processed by the game. For more information on the callback data structure, see BaseResult.
note
It is strongly recommended to perform registration in the startup function of the game application.
Function definition
C++ event handling (above V1.15)
//configure callback
void SetGroupBaseResultObserver(FINTLGroupBaseEvent& callback);
//get callback
FINTLGroupBaseEvent& GetGroupBaseResultObserver();
Unreal Engine event handling
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "INTLSDKObserver")
void OnGroupReqInfoResult(FINTLBaseResult ret);
virtual void OnGroupReqInfoResult_Implementation(FINTLBaseResult ret) {};
Code sample
C++ event handling (above V1.15)
//configure callback
FINTLGroupBaseEvent groupBaseEvent;
groupBaseEvent.AddUObject(this, &OnGroupReqInfoResult_Implementation);
UINTLSDKAPI::SetGroupBaseResultObserver(groupBaseEvent);
// Remove callbacks
UINTLSDKAPI::GetGroupBaseResultObserver().Clear();
void OnGroupReqInfoResult_Implementation(FINTLBaseResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}
Unreal Engine event handling
void OnGroupReqInfoResult_Implementation(FINTLBaseResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}