Callback of Player Network Login Module (AuthBaseResultObserver)
Register the callback for the Player Network login module; the game needs to handle the callback.For more information about the callback data structure, see BaseResult.
note
It is strongly recommended that games register during the application start-up function.
Function definition
C++ Event Handling Method (Above V1.15)
// Configure callback
void SetAuthBaseResultObserver(FINTLAuthBaseEvent& callback);
// Get callback
FINTLAuthBaseEvent& GetAuthBaseResultObserver();
Unreal Engine Event Handling
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "INTLSDKObserver")
void OnAuthResult(FINTLAuthResult ret);
virtual void OnAuthBaseResult_Implementation(FINTLAuthResult ret) {};
Code example
C++ Event Handling Method (Above V1.15)
// Configure callback
FINTLAuthBaseEvent authBaseEvent;
authBaseEvent.AddUObject(this&OnAuthBaseResult_Implementation);
UINTLSDKAPI::SetAuthBaseResultObserver(authBaseEvent);
// Clear callback
UINTLSDKAPI::GetAuthBaseResultObserver().Clear();
void OnAuthBaseResult_Implementation(FINTLAuthBaseResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}
Unreal Engine Event Handling
void OnAuthBaseResult_Implementation(FINTLAuthBaseResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}