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GroupBaseResultObserver

If you were looking for the method for use with Unity, see GroupBaseResultObserver for Unity SDK.

Register the callback of the Player Network SDK Guild module, the game needs to process the callback function. 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);
}