Omni One Unreal SDK 1.1.0
The Omni One Unreal SDK allows for games to interface with the Omni platform service.
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UOmniMultiplayerFunctions

Description

Function library that allows access to the Omni Multiplayer Service via Blueprint.

#include <OmniMultiplayerService.h>

Inherits UBlueprintFunctionLibrary.

Methods

static void OmniInvitePlayer (UObject *WorldContext, const FString &UserId, const FString &LaunchData, FInvitePlayerDelegate InvitePlayerCallback)
 Sends an invite to a player in the game.
 
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.
 
static void OmniHasOmniOnline (UObject *WorldContext, FHasOmniOnlineDynamicDelegate OnOmniOnlineStatusResultCallback)
 Retrieve user OmniOnline subscription status.
 

Methods

◆ OmniHasOmniOnline()

static void UOmniMultiplayerFunctions::OmniHasOmniOnline ( UObject *  WorldContext,
FHasOmniOnlineDynamicDelegate  OnOmniOnlineStatusResultCallback 
)
static

Retrieve user OmniOnline subscription status.

Parameters
WorldContextReference to the world context.
OnOmniOnlineStatusResultCallbackA callback that will be executed when the service has retrieved the information. bool bIsSubscribed is the parameter.

◆ OmniInvitePlayer()

static void UOmniMultiplayerFunctions::OmniInvitePlayer ( UObject *  WorldContext,
const FString &  UserId,
const FString &  LaunchData,
FInvitePlayerDelegate  InvitePlayerCallback 
)
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
WorldContextReference to the world context.
UserIdThe user identifier. Example auth0|61fd28a7b6467400698f1ca2
LaunchDataThis data will be passed into the invited user's game when it starts.
InvitePlayerCallbackA callback that will be executed when the method has finished. bool bWasSuccessfulis the parameter. Indicates whether the request was made successfully, not whether anyone accepted.

◆ OmniInvitePlayers()

static void UOmniMultiplayerFunctions::OmniInvitePlayers ( UObject *  WorldContext,
const FString &  LaunchData,
FInvitePlayersDelegate  InvitePlayersCallback 
)
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
WorldContextReference to the world context.
LaunchDataThis data will be passed into the invited user's game when it starts.
InvitePlayersCallbackA callback that will be executed when the method has finished. bool bWasSuccessfulis the parameter. Indicates whether the request was made successfully, not whether anyone accepted.