Function library that allows access to the Omni Multiplayer Service via Blueprint.
#include <OmniMultiplayerService.h>
Inherits UBlueprintFunctionLibrary.
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static void | OmniInvitePlayer (UObject *WorldContext, const FString &UserId, const FString &LaunchData, FInvitePlayerDelegate InvitePlayerCallback) |
| Sends an invite to a player in the game.
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static void | OmniInvitePlayers (UObject *WorldContext, const FString &LaunchData, FInvitePlayersDelegate InvitePlayersCallback) |
| Displays a system pop-up that allows a user to invite people to the game.
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static void | OmniHasOmniOnline (UObject *WorldContext, FHasOmniOnlineDynamicDelegate OnOmniOnlineStatusResultCallback) |
| Retrieve user OmniOnline subscription status.
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◆ OmniHasOmniOnline()
static void UOmniMultiplayerFunctions::OmniHasOmniOnline |
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UObject * |
WorldContext, |
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FHasOmniOnlineDynamicDelegate |
OnOmniOnlineStatusResultCallback |
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) |
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Retrieve user OmniOnline subscription status.
- Parameters
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WorldContext | Reference to the world context. |
OnOmniOnlineStatusResultCallback | A callback that will be executed when the service has retrieved the information. bool bIsSubscribed is the parameter. |
◆ OmniInvitePlayer()
static void UOmniMultiplayerFunctions::OmniInvitePlayer |
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UObject * |
WorldContext, |
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const FString & |
UserId, |
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const FString & |
LaunchData, |
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FInvitePlayerDelegate |
InvitePlayerCallback |
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) |
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static |
Sends an invite to a player in the game.
To use this function, you can get a userId for a player by looking at the current player's friends. You can then pass that ID into this function along with the data required for the invited player to join the game. The invited player will receive this data through the launch details when they accept the invite.
- Parameters
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WorldContext | Reference to the world context. |
UserId | The user identifier. Example auth0|61fd28a7b6467400698f1ca2 |
LaunchData | This data will be passed into the invited user's game when it starts. |
InvitePlayerCallback | A callback that will be executed when the method has finished. bool bWasSuccessful is the parameter. Indicates whether the request was made successfully, not whether anyone accepted. |
◆ OmniInvitePlayers()
static void UOmniMultiplayerFunctions::OmniInvitePlayers |
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UObject * |
WorldContext, |
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const FString & |
LaunchData, |
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FInvitePlayersDelegate |
InvitePlayersCallback |
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) |
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static |
Displays a system pop-up that allows a user to invite people to the game.
To use this function, pass the data required for the invited player(s) to join the game. The invited player(s) will receive this data through the launch details when they accept the invite.
- Parameters
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WorldContext | Reference to the world context. |
LaunchData | This data will be passed into the invited user's game when it starts.
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InvitePlayersCallback | A callback that will be executed when the method has finished. bool bWasSuccessful is the parameter. Indicates whether the request was made successfully, not whether anyone accepted. |