Guild Callback (GroupBaseResultObserver)
Register the callback for the Player Network SDK guild module; the game needs to register the callback for handling.For more 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 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 example
C++ Event Handling Method (Above V1.15)
//Set up callback
FINTLGroupBaseEvent groupBaseEvent;
groupBaseEvent.AddUObject(this, &OnGroupReqInfoResult_Implementation);
UINTLSDKAPI::SetGroupBaseResultObserver(groupBaseEvent);
//Clear callback
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);
}