Asynchronous cutout screen information retrieval interface callback (CutoutInfoObserver)
The callback for the asynchronous cutout screen information retrieval interface; the game needs to register a callback to handle it.For more about the callback data structure, see CutoutInfoResult.
note
It is strongly recommended that games register during the application start-up function.
Function definition
C++ Event Handling Method (v1.15 and above)
// 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 example
C++ Event Handling Method (v1.15 and above)
// Configure callback
FINTLCutoutEvent cutoutEvent;
cutoutEvent.AddUObject(this, &OnCutoutResult_Implementation);
UINTLSDKAPI::SetCutoutResultObserver(cutoutEvent);
// Clear callback
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);
}