Skip to main content

Push module callback (PushResultObserver)

If you are using the Unity engine, please refer to Unity SDK's PushResultObserver here.

Register the callback for the Player Network SDK Push module; the game needs to register the callback for processing.For more information on callback data structures, see PushResult.

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 SetPushResultObserver(FINTLPushEvent& callback);
// Get callback
FINTLPushEvent& GetPushResultObserver();

Unreal Engine Event Handling

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "INTLSDKObserver")
void OnPushResult(FINTLPushResult ret);
virtual void OnPushResult_Implementation(FINTLPushResult ret) {};

Code example

C++ Event Handling Method (Above V1.15)

// Configure callback
FINTLPushEvent pushEvent;
pushEvent.AddUObject(this, &OnPushResult_Implementation);
UINTLSDKAPI::SetPushResultObserver(pushEvent);
// Clear callback
UINTLSDKAPI::GetPushResultObserver().Clear();
void OnPushResult_Implementation(FINTLPushResult ret)
{
UE_LOG(LogTemp, Warning, TEXT("MethodID: %d"), ret.MethodId);
}

Unreal Engine Event Handling

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