Skip to main content

CutoutInfoObserver

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

Register the callback of the Player Network SDK Notched Display module, the game needs to process the callback function. For more information on the callback data structure, see CutoutInfoResult.

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 SetCutoutInfoObserver(FINTLCutoutEvent& callback);
//get callback
FINTLCutoutEvent& GetCutoutInfoObserver();

Unreal Engine event handling

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "INTLSDKObserver")
void OnCutoutResult(FCutoutInfoResult ret);
virtual void OnCutoutResult_Implementation(FCutoutInfoResult ret) {};

Code sample

C++ event handling (above V1.15)

//configure callback
FINTLCutoutEvent cutoutEvent;
cutoutEvent.AddUObject(this, &OnCutoutResult_Implementation);
UINTLSDKAPI::SetCutoutResultObserver(cutoutEvent);
// Remove callbacks
UINTLSDKAPI::GetCutoutResultObserver().Clear();
void OnCutoutResult_Implementation(FCutoutInfoResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}

Unreal Engine event handling

void OnCutoutResult_Implementation(FCutoutInfoResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}