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Client Friend API Reference

The Friends service allows developers to manage the player's friend list. The player can invite friends to join a party for matchmaking or to chat.

API List

APIDescription
GetFriendListGet my friend list.
AddFriendAdd the player to my friend list. If the peer player is online, he will receive an OnAddFriendRequest event. If the peer player is not online, he can call GetReceivedFriendRequests API when he goes online later to know that someone wants to add him as a friend. Only after the peer player accepts your friend request can the two of you become friends with each other.
RemoveFriendRemove the player from my friend list. If the peer player is online, he will receive an OnFriendRemoved event. If the peer player is not online, he will not receive an OnFriendRemoved event even when he is online, but the friend list will be updated. Note: Only the peer player can receive the OnFriendRemoved event, the API caller(you) can check the callback result for the operation succeeded or not.
GetReceivedFriendRequestsGet the list of received friend requests. These friend requests are from the players who want to add me as a friend.
GetSentFriendRequestsGet the list of sent friend requests. These friend requests are from me because I want to add some players as a friend.
AcceptFriendRequestAccept the player's request, after that, the two of us become friends with each other. If the peer player is online, he will receive an OnAddFriendResponse event. If the peer player is not online, he will not receive the OnAddFriendResponse event even if he goes online later, but the friend list will be updated. Note: Only the peer player can receive the OnAddFriendResponse event, the API caller(you) can check the callback result for the operation succeeded or not.
RejectFriendRequestReject the player's request.
DelSentFriendRequestDelete the friend request I sent to other player. Affects the result returned when calling the GetSentFriendRequests API in the future.
BatchAddFriendAdd players to my friend list. (max 50 players)
SearchPlayersSearch for players.
SearchPlayersWithFilterSearch for players with filter.
GetRecentPlayersGet recent players. Players on the blocklist will be filtered out. Return up to 20 recent players who have interacted with the current player.
GetRecommendedPlayersGet recommended players. Friends and blocklisted players will be filtered out.
GetPotentialFriendsGet a list of players who may be your friends. Friends and blocklisted players will be filtered out. And the result will be ordered by the mutual friend count descending.
SetFriendRemarkSet remark to your friend, for example, "Tommy, a humorous man, met in the battle.", Max remark length: 32 characters.
SubscribeFriendPresenceSubscribe to the presence of all friends. You will be notified of presence changes from your friends.
UnsubscribeFriendPresenceUnsubscribe friend presence.
GetMyFriendsLimitQuery the maximum limit of friends you can have.
GetMutualFriendsCountGet mutual friends count between this player and target players.

Event List

EventDescription
OnAddFriendRequestThe event will be triggered when receive a request to add friend.
OnAddFriendResponseThe event will be triggered when your add-friend request was accepted by player.
OnFriendRemovedThe event will be triggered when someone has remove you from his/her friend list.
OnBadgeNumOfFriendReqThe event will be triggered when the player login PGOS or the list of friend requests received changes.
OnFriendPresenceChangedThe event will be triggered when the presence of a friend changed. The premise is that you must first subscribe to the friend presence.

API Details

GetFriendList

Get my friend list.

/**
* Get my friend list.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetFriendList(
TFunction<void(const FPgosResult& Ret, const FPgosClientFriendListInfo* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientFriendListInfo* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

AddFriend

Add the player to my friend list. If the peer player is online, he will receive an OnAddFriendRequest event. If the peer player is not online, he can call GetReceivedFriendRequests API when he goes online later to know that someone wants to add him as a friend. Only after the peer player accepts your friend request can the two of you become friends with each other.

/**
* Add the player to my friend list.
* If the peer player is online, he will receive an OnAddFriendRequest event.
* If the peer player is not online, he can call GetReceivedFriendRequests API when he goes online later to know that someone wants to add him as a friend.
* Only after the peer player accepts your friend request can the two of you become friends with each other.
*
* @param Params Request struct for add friend
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void AddFriend(
const FPgosClientAddFriendParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientAddFriendParams&Request struct for add friend
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

RemoveFriend

Remove the player from my friend list. If the peer player is online, he will receive an OnFriendRemoved event. If the peer player is not online, he will not receive an OnFriendRemoved event even when he is online, but the friend list will be updated. Note: Only the peer player can receive the OnFriendRemoved event, the API caller(you) can check the callback result for the operation succeeded or not.

/**
* Remove the player from my friend list.
* If the peer player is online, he will receive an OnFriendRemoved event.
* If the peer player is not online, he will not receive an OnFriendRemoved event even when he is online, but the friend list will be updated.
* Note: Only the peer player can receive the OnFriendRemoved event, the API caller(you) can check the callback result for the operation succeeded or not.
*
* @param PlayerId The player id to remove
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void RemoveFriend(
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
PlayerIdconst FString&The player id to remove
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetReceivedFriendRequests

Get the list of received friend requests. These friend requests are from the players who want to add me as a friend.

/**
* Get the list of received friend requests.
* These friend requests are from the players who want to add me as a friend.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetReceivedFriendRequests(
TFunction<void(const FPgosResult& Ret, const FPgosClientFriendReqListInfo* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientFriendReqListInfo* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetSentFriendRequests

Get the list of sent friend requests. These friend requests are from me because I want to add some players as a friend.

/**
* Get the list of sent friend requests.
* These friend requests are from me because I want to add some players as a friend.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetSentFriendRequests(
TFunction<void(const FPgosResult& Ret, const FPgosClientFriendReqListInfo* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientFriendReqListInfo* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

AcceptFriendRequest

Accept the player's request, after that, the two of us become friends with each other. If the peer player is online, he will receive an OnAddFriendResponse event. If the peer player is not online, he will not receive the OnAddFriendResponse event even if he goes online later, but the friend list will be updated. Note: Only the peer player can receive the OnAddFriendResponse event, the API caller(you) can check the callback result for the operation succeeded or not.

/**
* Accept the player's request, after that, the two of us become friends with each other.
* If the peer player is online, he will receive an OnAddFriendResponse event.
* If the peer player is not online, he will not receive the OnAddFriendResponse event even if he goes online later, but the friend list will be updated.
* Note: Only the peer player can receive the OnAddFriendResponse event, the API caller(you) can check the callback result for the operation succeeded or not.
*
* @param PlayerId The player id who sent the add-friend request
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void AcceptFriendRequest(
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret, const FPgosClientAcceptFriendRequestResult* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
PlayerIdconst FString&The player id who sent the add-friend request
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientAcceptFriendRequestResult* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

RejectFriendRequest

Reject the player's request.

/**
* Reject the player's request.
*
* @param PlayerId The player id who sent the add-friend request
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void RejectFriendRequest(
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
PlayerIdconst FString&The player id who sent the add-friend request
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

DelSentFriendRequest

Delete the friend request I sent to other player. Affects the result returned when calling the GetSentFriendRequests API in the future.

/**
* Delete the friend request I sent to other player.
* Affects the result returned when calling the GetSentFriendRequests API in the future.
*
* @param PlayerId The id of other player
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void DelSentFriendRequest(
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
PlayerIdconst FString&The id of other player
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

BatchAddFriend

Add players to my friend list. (max 50 players)

/**
* Add players to my friend list. (max 50 players)
*
* @param Params Request struct for batch add friend
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void BatchAddFriend(
const FPgosClientBatchAddFriendParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientBatchAddFriendRsp* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientBatchAddFriendParams&Request struct for batch add friend
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientBatchAddFriendRsp* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

SearchPlayers

Search for players.

/**
* Search for players.
*
* @param Params Request struct for search players.
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void SearchPlayers(
const FPgosClientSearchPlayersParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientSearchPlayersParams&Request struct for search players.
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

SearchPlayersWithFilter

Search for players with filter.

/**
* Search for players with filter.
*
* @param Params Request struct for search players with filter
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void SearchPlayersWithFilter(
const FPgosClientSearchPlayersWithFilterParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientSearchPlayersWithFilterParams&Request struct for search players with filter
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetRecentPlayers

Get recent players. Players on the blocklist will be filtered out. Return up to 20 recent players who have interacted with the current player.

/**
* Get recent players. Players on the blocklist will be filtered out. Return up to 20 recent players who have interacted with the current player.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetRecentPlayers(
TFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetRecommendedPlayers

Get recommended players. Friends and blocklisted players will be filtered out.

/**
* Get recommended players. Friends and blocklisted players will be filtered out.
*
* @param Params Request struct for get recommended players
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetRecommendedPlayers(
const FPgosClientGetRecommendedPlayersParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientGetRecommendedPlayersParams&Request struct for get recommended players
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientPlayerSearchInfoList* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetPotentialFriends

Get a list of players who may be your friends. Friends and blocklisted players will be filtered out. And the result will be ordered by the mutual friend count descending.

/**
* Get a list of players who may be your friends. Friends and blocklisted players will be filtered out.
* And the result will be ordered by the mutual friend count descending.
*
* @param Params Request struct for get potential friends
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetPotentialFriends(
const FPgosClientGetPotentialFriendsParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetPotentialFriendsResult* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientGetPotentialFriendsParams&Request struct for get potential friends
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientGetPotentialFriendsResult* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

SetFriendRemark

Set remark to your friend, for example, "Tommy, a humorous man, met in the battle.", Max remark length: 32 characters.

/**
* Set remark to your friend, for example, "Tommy, a humorous man, met in the battle.", Max remark length: 32 characters.
*
* @param Params Request struct for set friend remark
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void SetFriendRemark(
const FPgosClientSetFriendRemarkParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientSetFriendRemarkParams&Request struct for set friend remark
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

SubscribeFriendPresence

Subscribe to the presence of all friends. You will be notified of presence changes from your friends.

/**
* Subscribe to the presence of all friends. You will be notified of presence changes from your friends.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void SubscribeFriendPresence(
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

UnsubscribeFriendPresence

Unsubscribe friend presence.

/**
* Unsubscribe friend presence.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void UnsubscribeFriendPresence(
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetMyFriendsLimit

Query the maximum limit of friends you can have.

/**
* Query the maximum limit of friends you can have.
*
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetMyFriendsLimit(
TFunction<void(const FPgosResult& Ret, const FPgosClientGetMyFriendsLimitResult* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientGetMyFriendsLimitResult* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

GetMutualFriendsCount

Get mutual friends count between this player and target players.

/**
* Get mutual friends count between this player and target players.
*
* @param Params Request struct for get mutual friends
* @param ResultCallback The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.
*/
void GetMutualFriendsCount(
const FPgosClientGetMutualFriendsCountParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetMutualFriendsCountResult* Data)> ResultCallback) const;

Parameters:

ParamTypeDescription
Paramsconst FPgosClientGetMutualFriendsCountParams&Request struct for get mutual friends
ResultCallbackTFunction<void(const FPgosResult& Ret, const FPgosClientGetMutualFriendsCountResult* Data)>The result callback after the API execution ends, and it will be called in the GAME THREAD. For lifetime safety, it is recommended to use the CreateWeakCallback provided in PgosSDKCpp.h to create a lambda bound to an UObject.

Return: void

Event Details

OnAddFriendRequest

The event will be triggered when receive a request to add friend.

/**
* OnAddFriendRequest:
* The event will be triggered when receive a request to add friend.
*
* @param Event Event result of friend request.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnAddFriendRequest, const FPgosClientAddFriendRequestEvt& /*Event*/);
FOnAddFriendRequest& OnAddFriendRequest() { return AddFriendRequestDelegate; }

Type Reference:

OnAddFriendResponse

The event will be triggered when your add-friend request was accepted by player.

/**
* OnAddFriendResponse:
* The event will be triggered when your add-friend request was accepted by player.
*
* @param Event Event result of friend response.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnAddFriendResponse, const FPgosClientAddFriendResponseEvt& /*Event*/);
FOnAddFriendResponse& OnAddFriendResponse() { return AddFriendResponseDelegate; }

Type Reference:

OnFriendRemoved

The event will be triggered when someone has remove you from his/her friend list.

/**
* OnFriendRemoved:
* The event will be triggered when someone has remove you from his/her friend list.
*
* @param Event Event result contains information about the player info who remove.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnFriendRemoved, const FPgosClientFriendRemovedEvt& /*Event*/);
FOnFriendRemoved& OnFriendRemoved() { return FriendRemovedDelegate; }

Type Reference:

OnBadgeNumOfFriendReq

The event will be triggered when the player login PGOS or the list of friend requests received changes.

/**
* OnBadgeNumOfFriendReq:
* The event will be triggered when the player login PGOS or the list of friend requests received changes.
*
* @param Event Event result contains the badge num.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnBadgeNumOfFriendReq, const FPgosClientBadgeNumOfFriendReqEvt& /*Event*/);
FOnBadgeNumOfFriendReq& OnBadgeNumOfFriendReq() { return BadgeNumOfFriendReqDelegate; }

Type Reference:

OnFriendPresenceChanged

The event will be triggered when the presence of a friend changed. The premise is that you must first subscribe to the friend presence.

/**
* OnFriendPresenceChanged:
* The event will be triggered when the presence of a friend changed. The premise is that you must first subscribe to the friend presence.
*
* @param Event Event result contains the friend's new presence.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnFriendPresenceChanged, const FPgosClientFriendPresenceChangedEvt& /*Event*/);
FOnFriendPresenceChanged& OnFriendPresenceChanged() { return FriendPresenceChangedDelegate; }

Type Reference: