Client Group API Reference
PGOS Group is a service to create a persistent grouping mechanism for players to chat and interact with each other. A player can create or join in multiple groups. Roles of group members are provided to implement various group management features.
API List
| API | Description |
|---|---|
| CreateGroup | Creat a new group. |
| SearchGroup | Search for groups that meet the specified criteria. |
| GetMyGroupList | Get all my joined groups |
| GetGroupInfo | Get information for the group. These data can be accessed by non-group members. |
| BatchGetGroupInfo | Get information for batch of groups (max 100 groups). These data can be accessed by non-group members. |
| GetGroupDetail | Get detail information for the group. These data can only be accessed by group members. |
| BatchGetGroupDetail | Get detail information for batch of groups (max 100 groups). These data can only be accessed by group members. |
| GetGroupMembers | Get members for the group. |
| GetGroupMember | Get a member of a group. |
| JoinGroup | Request to join a group. The request will failed if the join rule of the group is not Anyone. |
| LeaveGroup | Leave the group. |
| InvitePlayersToGroup | Invite some players to the group. Each player be invited will receive a OnGroupInvitation event. |
| GetGroupInvitations | Get a list of group invitations which is neither be rejected nor be accepted. |
| AcceptGroupInvitation | Accept a group invitation. |
| RejectGroupInvitation | Reject a group invitation. |
| SetMyGroupNickname | Set player's nickname of the group. |
| SetGroupName | Set name of the group. Group name could only be set by the group owner. |
| SetGroupIcon | Set icon info of the group. Group icon could only be set by the group owner. |
| SetGroupDesc | Set description of the group. Group description could only be set by the group owner or administrator. |
| SetGroupAnnouncement | Set announcement of the group. Group announcement could only be set by the group owner or administrator. |
| SetGroupTags | Set tags of the group. Group tags could only be set by the group owner or administrator. |
| SetGroupJoinRule | Set join rule of the group. Group join rule could only be set by the group owner or administrator. |
| SetGroupPublic | Set public strategy of the group. Group public strategy could only be set by the group owner or administrator. |
| SetGroupMemberRemark | Group owner and group administrator could use this api to set a group member's remark. |
| BatchSetGroupMemberRemark | Batch set remark for group members (max 100 players). |
| RemoveGroupMember | Remove a group member from the group. |
| BatchRemoveGroupMembers | Remove a list of group members from the group. (max 100 players) |
| MuteGroupMember | Mute a group member of the group. The muted group member cannot send message to group chat. |
| UnmuteGroupMember | Unmute a group member of the group. |
| TransferGroupOwnership | Transfer group ownership to a group member. |
| GrantGroupAdmin | Grant group administrator rights to a group member. |
| RevokeGroupAdmin | Revoke group administrator rights from a group member. |
| GetGroupDiscoveryList | Paging to get the number of group discoveries. You can additionally obtain the specified number of recommendation groups configured on the portal. |
| DismissGroup | Dismiss the group. |
| SendGroupTextMsg | Send group chat text message |
| SendGroupCustomMsg | Send group chat custom message |
| GetGroupMsgList | Get chat message list in a group |
| ActiveGroupChat | Set the current group chat. When setting, OnUnreadGroupMsgCountNotifyEvt will be pushed, and subsequent group chat messages currently in progress are automatically marked as read |
| GetActiveGroupChat | Get the current group chat. |
| GetGroupMentionedInfo | Get latest record mentioning me in the group. |
| ClearGroupMentionedInfo | Clear record mentioning me in the group. |
| ClearGroupUnreadCount | Mark messages in group as all read |
| ClearGroupChatMsg | Clear the group's local message records |
| SetGroupGlobalCustomData | Add or modify global custom data of a group. For group owner or administrators only. |
| DelGroupGlobalCustomData | Delete keys from global custom data of a group. For group owner or administrators only. |
| ClearGroupGlobalCustomData | Clear all global custom data of a group. For group owner or administrators only. |
| SetGroupMyPlayerCustomData | Modify group custom data for custom player. |
| BatchSetGroupPlayerCustomData | Modify group custom data for batch players (max 1000 players). Only group owner and administrators can modify other people's group custom data. |
Event List
| Event | Description |
|---|---|
| OnFPgosClientGroupInvitation | The event will be triggered when received a group invitation. |
| OnRemovedFromGroup | The event will be triggered when player is removed from the group. |
| OnMutedInGroup | The event will be triggered when player is muted in the group. |
| OnUnmutedInGroup | The event will be triggered when player is unmuted in the group. |
| OnGroupDismissed | The event will be triggered when the group is dismissed by group owner. |
| OnBadgeNumOfGroupInvitation | The event will be triggered when player login PGOS or the list of group invitation received changes. |
| OnUnreadGroupMsgCountNotify | The event will be triggered after login PGOS and when the unread count of group message changed. |
| OnReceiveGroupMsg | The event will be triggered when receive group chat message. |
| OnGroupNewMentioned | The event will be triggered when a new mention of a group is received. |
| OnGlobalCustomDataChanged | The event will be triggered when group global custom data changed. |
| OnPlayerCustomDataChanged | The event will be triggered when a group member custom changed. |
API Details
CreateGroup
Creat a new group.
/**
* Creat a new group.
*
* @param Params
* @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 CreateGroup(
const FPgosClientCreateGroupParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientCreateGroupParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* 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
SearchGroup
Search for groups that meet the specified criteria.
/**
* Search for groups that meet the specified criteria.
*
* @param Params
* @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 SearchGroup(
const FPgosClientSearchGroupParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientSearchGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSearchGroupParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientSearchGroupRsp* 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
GetMyGroupList
Get all my joined groups
/**
* Get all my joined groups
*
* @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 GetMyGroupList(
TFunction<void(const FPgosResult& Ret, const FPgosClientGetMyGroupListResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGetMyGroupListResult* 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
GetGroupInfo
Get information for the group. These data can be accessed by non-group members.
/**
* Get information for the group. These data can be accessed by non-group members.
*
* @param GroupId
* @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 GetGroupInfo(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret, const FPgosClientGroupInfo* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGroupInfo* 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
BatchGetGroupInfo
Get information for batch of groups (max 100 groups). These data can be accessed by non-group members.
/**
* Get information for batch of groups (max 100 groups). These data can be accessed by non-group members.
*
* @param GroupIds
* @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 BatchGetGroupInfo(
const TArray<FString>& GroupIds,
TFunction<void(const FPgosResult& Ret, const FPgosClientBatchGetGroupInfoRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupIds | const TArray<FString>& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientBatchGetGroupInfoRsp* 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
GetGroupDetail
Get detail information for the group. These data can only be accessed by group members.
/**
* Get detail information for the group. These data can only be accessed by group members.
*
* @param GroupId
* @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 GetGroupDetail(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* 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
BatchGetGroupDetail
Get detail information for batch of groups (max 100 groups). These data can only be accessed by group members.
/**
* Get detail information for batch of groups (max 100 groups). These data can only be accessed by group members.
*
* @param GroupIds
* @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 BatchGetGroupDetail(
const TArray<FString>& GroupIds,
TFunction<void(const FPgosResult& Ret, const FPgosClientBatchGetGroupDetailRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupIds | const TArray<FString>& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientBatchGetGroupDetailRsp* 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
GetGroupMembers
Get members for the group.
/**
* Get members for the group.
*
* @param GroupId
* @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 GetGroupMembers(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupMembersRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupMembersRsp* 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
GetGroupMember
Get a member of a group.
/**
* Get a member of a group.
*
* @param GroupId
* @param PlayerId
* @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 GetGroupMember(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupMemberRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupMemberRsp* 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
JoinGroup
Request to join a group. The request will failed if the join rule of the group is not Anyone.
/**
* Request to join a group. The request will failed if the join rule of the group is not Anyone.
*
* @param GroupId
* @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 JoinGroup(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* 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
LeaveGroup
Leave the group.
/**
* Leave the group.
*
* @param GroupId
* @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 LeaveGroup(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<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
InvitePlayersToGroup
Invite some players to the group. Each player be invited will receive a OnGroupInvitation event.
/**
* Invite some players to the group. Each player be invited will receive a OnGroupInvitation event.
*
* @param Params
* @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 InvitePlayersToGroup(
const FPgosClientInvitePlayersToGroupParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientInvitePlayersToGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientInvitePlayersToGroupParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientInvitePlayersToGroupRsp* 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
GetGroupInvitations
Get a list of group invitations which is neither be rejected nor be accepted.
/**
* Get a list of group invitations which is neither be rejected nor be accepted.
*
* @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 GetGroupInvitations(
TFunction<void(const FPgosResult& Ret, const TArray<FPgosClientGroupInvitation>* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| ResultCallback | TFunction<void(const FPgosResult& Ret, const TArray<FPgosClientGroupInvitation>* 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
AcceptGroupInvitation
Accept a group invitation.
/**
* Accept a group invitation.
*
* @param GroupId
* @param InvitationId
* @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 AcceptGroupInvitation(
const FString& GroupId,
const FString& InvitationId,
TFunction<void(const FPgosResult& Ret, const FPgosClientAcceptGroupInvitationRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| InvitationId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientAcceptGroupInvitationRsp* 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
RejectGroupInvitation
Reject a group invitation.
/**
* Reject a group invitation.
*
* @param GroupId
* @param InvitationId
* @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 RejectGroupInvitation(
const FString& GroupId,
const FString& InvitationId,
TFunction<void(const FPgosResult& Ret, const FPgosClientRejectGroupInvitationRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| InvitationId | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientRejectGroupInvitationRsp* 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
SetMyGroupNickname
Set player's nickname of the group.
/**
* Set player's nickname of the group.
*
* @param Params
* @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 SetMyGroupNickname(
const FPgosClientSetMyGroupNicknameParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetMyGroupNicknameParams& | |
| ResultCallback | TFunction<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
SetGroupName
Set name of the group. Group name could only be set by the group owner.
/**
* Set name of the group. Group name could only be set by the group owner.
*
* @param Params
* @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 SetGroupName(
const FPgosClientSetGroupNameParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupNameParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupIcon
Set icon info of the group. Group icon could only be set by the group owner.
/**
* Set icon info of the group. Group icon could only be set by the group owner.
*
* @param GroupId
* @param GroupIcon
* @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 SetGroupIcon(
const FString& GroupId,
const FString& GroupIcon,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| GroupIcon | const FString& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupDesc
Set description of the group. Group description could only be set by the group owner or administrator.
/**
* Set description of the group. Group description could only be set by the group owner or administrator.
*
* @param Params
* @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 SetGroupDesc(
const FPgosClientSetGroupDescParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupDescParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupAnnouncement
Set announcement of the group. Group announcement could only be set by the group owner or administrator.
/**
* Set announcement of the group. Group announcement could only be set by the group owner or administrator.
*
* @param Params
* @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 SetGroupAnnouncement(
const FPgosClientSetGroupAnnouncementParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupAnnouncementParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupTags
Set tags of the group. Group tags could only be set by the group owner or administrator.
/**
* Set tags of the group. Group tags could only be set by the group owner or administrator.
*
* @param Params
* @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 SetGroupTags(
const FPgosClientSetGroupTagsParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupTagsParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGroupDetail* 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
SetGroupJoinRule
Set join rule of the group. Group join rule could only be set by the group owner or administrator.
/**
* Set join rule of the group. Group join rule could only be set by the group owner or administrator.
*
* @param GroupId
* @param JoinRule
* @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 SetGroupJoinRule(
const FString& GroupId,
EPgosClientGroupJoinRule JoinRule,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| JoinRule | EPgosClientGroupJoinRule | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupPublic
Set public strategy of the group. Group public strategy could only be set by the group owner or administrator.
/**
* Set public strategy of the group. Group public strategy could only be set by the group owner or administrator.
*
* @param GroupId
* @param IsPublic
* @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 SetGroupPublic(
const FString& GroupId,
bool IsPublic,
TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| IsPublic | bool | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientUpdateGroupRsp* 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
SetGroupMemberRemark
Group owner and group administrator could use this api to set a group member's remark.
/**
* Group owner and group administrator could use this api to set a group member's remark.
*
* @param Params
* @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 SetGroupMemberRemark(
const FPgosClientSetGroupMemberRemarkParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupMemberRemarkParams& | |
| ResultCallback | TFunction<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
BatchSetGroupMemberRemark
Batch set remark for group members (max 100 players).
/**
* Batch set remark for group members (max 100 players).
*
* @param Params
* @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 BatchSetGroupMemberRemark(
const FPgosClientBatchSetGroupMemberRemarkParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientBatchSetGroupMemberRemarkParams& | |
| ResultCallback | TFunction<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
RemoveGroupMember
Remove a group member from the group.
/**
* Remove a group member from the group.
*
* @param GroupId Group id
* @param PlayerId Player 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 RemoveGroupMember(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | Group id |
| PlayerId | const FString& | Player to remove |
| ResultCallback | TFunction<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
BatchRemoveGroupMembers
Remove a list of group members from the group. (max 100 players)
/**
* Remove a list of group members from the group. (max 100 players)
*
* @param GroupId Group id
* @param PlayerIds Players 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 BatchRemoveGroupMembers(
const FString& GroupId,
const TArray<FString>& PlayerIds,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | Group id |
| PlayerIds | const TArray<FString>& | Players to remove |
| ResultCallback | TFunction<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
MuteGroupMember
Mute a group member of the group. The muted group member cannot send message to group chat.
/**
* Mute a group member of the group. The muted group member cannot send message to group chat.
*
* @param GroupId
* @param PlayerId
* @param MuteDurationMinutes The duration of the member has been muted. 0 means muted forever.
* @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 MuteGroupMember(
const FString& GroupId,
const FString& PlayerId,
const int32 MuteDurationMinutes,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| MuteDurationMinutes | const int32 | The duration of the member has been muted. 0 means muted forever. |
| ResultCallback | TFunction<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
UnmuteGroupMember
Unmute a group member of the group.
/**
* Unmute a group member of the group.
*
* @param GroupId
* @param PlayerId
* @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 UnmuteGroupMember(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| ResultCallback | TFunction<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
TransferGroupOwnership
Transfer group ownership to a group member.
/**
* Transfer group ownership to a group member.
*
* @param GroupId
* @param PlayerId
* @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 TransferGroupOwnership(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| ResultCallback | TFunction<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
GrantGroupAdmin
Grant group administrator rights to a group member.
/**
* Grant group administrator rights to a group member.
*
* @param GroupId
* @param PlayerId
* @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 GrantGroupAdmin(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| ResultCallback | TFunction<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
RevokeGroupAdmin
Revoke group administrator rights from a group member.
/**
* Revoke group administrator rights from a group member.
*
* @param GroupId
* @param PlayerId
* @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 RevokeGroupAdmin(
const FString& GroupId,
const FString& PlayerId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| PlayerId | const FString& | |
| ResultCallback | TFunction<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
GetGroupDiscoveryList
Paging to get the number of group discoveries. You can additionally obtain the specified number of recommendation groups configured on the portal.
/**
* Paging to get the number of group discoveries. You can additionally obtain the specified number of recommendation groups configured on the portal.
*
* @param Params
* @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 GetGroupDiscoveryList(
const FPgosClientGetGroupDiscoveryListParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupDiscoveryListResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientGetGroupDiscoveryListParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupDiscoveryListResult* 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
DismissGroup
Dismiss the group.
/**
* Dismiss the group.
*
* @param GroupId
* @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 DismissGroup(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | |
| ResultCallback | TFunction<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
SendGroupTextMsg
Send group chat text message
/**
* Send group chat text message
*
* @param Params Request struct for sending text message
* @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 SendGroupTextMsg(
const FPgosClientSendGroupMsgParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientSendGroupMsgResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSendGroupMsgParams& | Request struct for sending text message |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientSendGroupMsgResult* 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
SendGroupCustomMsg
Send group chat custom message
/**
* Send group chat custom message
*
* @param Params Request struct for sending custom message
* @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 SendGroupCustomMsg(
const FPgosClientSendGroupMsgParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientSendGroupMsgResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSendGroupMsgParams& | Request struct for sending custom message |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientSendGroupMsgResult* 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
GetGroupMsgList
Get chat message list in a group
/**
* Get chat message list in a group
*
* @param GroupId The group ID
* @param StartSeq The start sequence number of the message to query, 0 means start from the latest message.
* @param Count The count of message to get
* @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 GetGroupMsgList(
const FString& GroupId,
int64 StartSeq,
int32 Count,
TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupChatMsgListResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | The group ID |
| StartSeq | int64 | The start sequence number of the message to query, 0 means start from the latest message. |
| Count | int32 | The count of message to get |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientGetGroupChatMsgListResult* 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
ActiveGroupChat
Set the current group chat. When setting, OnUnreadGroupMsgCountNotifyEvt will be pushed, and subsequent group chat messages currently in progress are automatically marked as read
/**
* Set the current group chat. When setting, OnUnreadGroupMsgCountNotifyEvt will be pushed, and subsequent group chat messages currently in progress are automatically marked as read
*
* @param GroupId The group to set as active
*/
void ActiveGroupChat(
const FString& GroupId) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | The group to set as active |
Return: void
GetActiveGroupChat
Get the current group chat.
/**
* Get the current group chat.
*
* @return Player ID of current group chat
*/
FString GetActiveGroupChat() const;
Parameters:
(No parameters)
Return: FString
Player ID of current group chat
GetGroupMentionedInfo
Get latest record mentioning me in the group.
/**
* Get latest record mentioning me in the group.
*
* @param GroupId Group ID.
* @param Dst The latest record mentioned me.
* @return True if there are any mentions of me.
*/
bool GetGroupMentionedInfo(
const FString& GroupId,
FPgosClientGroupMentionedInfo& Dst) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | Group ID. |
| Dst | FPgosClientGroupMentionedInfo& | The latest record mentioned me. |
Return: bool
True if there are any mentions of me.
ClearGroupMentionedInfo
Clear record mentioning me in the group.
/**
* Clear record mentioning me in the group.
*
* @param GroupId Group ID. If empty, it means all groups
*/
void ClearGroupMentionedInfo(
const FString& GroupId) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | Group ID. If empty, it means all groups |
Return: void
ClearGroupUnreadCount
Mark messages in group as all read
/**
* Mark messages in group as all read
*
* @param GroupId The group ID. If empty, it means all groups
* @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 ClearGroupUnreadCount(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | The group ID. If empty, it means all groups |
| ResultCallback | TFunction<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
ClearGroupChatMsg
Clear the group's local message records
/**
* Clear the group's local message records
*
* @param GroupId The group ID. If empty, it means all groups
* @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 ClearGroupChatMsg(
const FString& GroupId,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| GroupId | const FString& | The group ID. If empty, it means all groups |
| ResultCallback | TFunction<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
SetGroupGlobalCustomData
Add or modify global custom data of a group. For group owner or administrators only.
/**
* Add or modify global custom data of a group. For group owner or administrators only.
*
* @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 SetGroupGlobalCustomData(
const FPgosClientSetGroupGlobalCustomDataParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientSetGroupGlobalCustomDataResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupGlobalCustomDataParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientSetGroupGlobalCustomDataResult* 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
DelGroupGlobalCustomData
Delete keys from global custom data of a group. For group owner or administrators only.
/**
* Delete keys from global custom data of a group. For group owner or administrators only.
*
* @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 DelGroupGlobalCustomData(
const FPgosClientDelGroupGlobalCustomDataParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientDelGroupGlobalCustomDataResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientDelGroupGlobalCustomDataParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientDelGroupGlobalCustomDataResult* 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
ClearGroupGlobalCustomData
Clear all global custom data of a group. For group owner or administrators only.
/**
* Clear all global custom data of a group. For group owner or administrators only.
*
* @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 ClearGroupGlobalCustomData(
const FPgosClientClearGroupGlobalCustomDataParams& Params,
TFunction<void(const FPgosResult& Ret)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientClearGroupGlobalCustomDataParams& | |
| ResultCallback | TFunction<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
SetGroupMyPlayerCustomData
Modify group custom data for custom player.
/**
* Modify group custom data for custom 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 SetGroupMyPlayerCustomData(
const FPgosClientSetGroupMyPlayerCustomDataParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientSetGroupMyPlayerCustomDataResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientSetGroupMyPlayerCustomDataParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientSetGroupMyPlayerCustomDataResult* 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
BatchSetGroupPlayerCustomData
Modify group custom data for batch players (max 1000 players). Only group owner and administrators can modify other people's group custom data.
/**
* Modify group custom data for batch players (max 1000 players). Only group owner and administrators can modify other people's group custom data.
*
* @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 BatchSetGroupPlayerCustomData(
const FPgosClientBatchSetGroupPlayerCustomDataParams& Params,
TFunction<void(const FPgosResult& Ret, const FPgosClientBatchSetGroupPlayerCustomDataResult* Data)> ResultCallback) const;
Parameters:
| Param | Type | Description |
|---|---|---|
| Params | const FPgosClientBatchSetGroupPlayerCustomDataParams& | |
| ResultCallback | TFunction<void(const FPgosResult& Ret, const FPgosClientBatchSetGroupPlayerCustomDataResult* 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
OnFPgosClientGroupInvitation
The event will be triggered when received a group invitation.
/**
* OnFPgosClientGroupInvitation:
* The event will be triggered when received a group invitation.
*
* @param Event Event content of group invitation.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnFPgosClientGroupInvitation, const FPgosClientGroupInvitationEvt& /*Event*/);
FOnFPgosClientGroupInvitation& OnFPgosClientGroupInvitation() { return FPgosClientGroupInvitationDelegate; }
Type Reference:
OnRemovedFromGroup
The event will be triggered when player is removed from the group.
/**
* OnRemovedFromGroup:
* The event will be triggered when player is removed from the group.
*
* @param Event Event content contains the group of which the player is removed from.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnRemovedFromGroup, const FPgosClientRemovedFromGroupEvt& /*Event*/);
FOnRemovedFromGroup& OnRemovedFromGroup() { return RemovedFromGroupDelegate; }
Type Reference:
OnMutedInGroup
The event will be triggered when player is muted in the group.
/**
* OnMutedInGroup:
* The event will be triggered when player is muted in the group.
*
* @param Event Event content contains the group in which the player is muted.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnMutedInGroup, const FPgosClientMutedInGroupEvt& /*Event*/);
FOnMutedInGroup& OnMutedInGroup() { return MutedInGroupDelegate; }
Type Reference:
OnUnmutedInGroup
The event will be triggered when player is unmuted in the group.
/**
* OnUnmutedInGroup:
* The event will be triggered when player is unmuted in the group.
*
* @param Event Event content contains the group in which the player is unmuted.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnUnmutedInGroup, const FPgosClientUnmutedInGroupEvt& /*Event*/);
FOnUnmutedInGroup& OnUnmutedInGroup() { return UnmutedInGroupDelegate; }
Type Reference:
OnGroupDismissed
The event will be triggered when the group is dismissed by group owner.
/**
* OnGroupDismissed:
* The event will be triggered when the group is dismissed by group owner.
*
* @param Event Event content contains the group which is dismissed.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnGroupDismissed, const FPgosClientGroupDismissedEvt& /*Event*/);
FOnGroupDismissed& OnGroupDismissed() { return GroupDismissedDelegate; }
Type Reference:
OnBadgeNumOfGroupInvitation
The event will be triggered when player login PGOS or the list of group invitation received changes.
/**
* OnBadgeNumOfGroupInvitation:
* The event will be triggered when player login PGOS or the list of group invitation received changes.
*
* @param Event .
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnBadgeNumOfGroupInvitation, const FPgosClientBadgeNumOfGroupInvitationEvt& /*Event*/);
FOnBadgeNumOfGroupInvitation& OnBadgeNumOfGroupInvitation() { return BadgeNumOfGroupInvitationDelegate; }
Type Reference:
OnUnreadGroupMsgCountNotify
The event will be triggered after login PGOS and when the unread count of group message changed.
/**
* OnUnreadGroupMsgCountNotify:
* The event will be triggered after login PGOS and when the unread count of group message changed.
*
* @param Event Event result of unread message count changed.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnUnreadGroupMsgCountNotify, const FPgosClientUnreadMsgCountNotifyEvt& /*Event*/);
FOnUnreadGroupMsgCountNotify& OnUnreadGroupMsgCountNotify() { return UnreadGroupMsgCountNotifyDelegate; }
Type Reference:
OnReceiveGroupMsg
The event will be triggered when receive group chat message.
/**
* OnReceiveGroupMsg:
* The event will be triggered when receive group chat message.
*
* @param Event Event result of receive group chat message.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnReceiveGroupMsg, const FPgosClientReceiveGroupMsgEvt& /*Event*/);
FOnReceiveGroupMsg& OnReceiveGroupMsg() { return ReceiveGroupMsgDelegate; }
Type Reference:
OnGroupNewMentioned
The event will be triggered when a new mention of a group is received.
/**
* OnGroupNewMentioned:
* The event will be triggered when a new mention of a group is received.
*
* @param Event Event results received for new group mentions.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnGroupNewMentioned, const FPgosClientGroupNewMentionedEvt& /*Event*/);
FOnGroupNewMentioned& OnGroupNewMentioned() { return GroupNewMentionedDelegate; }
Type Reference:
OnGlobalCustomDataChanged
The event will be triggered when group global custom data changed.
/**
* OnGlobalCustomDataChanged:
* The event will be triggered when group global custom data changed.
*
* @param Event Event data for GlobalCustomDataChanged.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnGlobalCustomDataChanged, const FPgosClientGroupGlobalCustomDataChangedEvt& /*Event*/);
FOnGlobalCustomDataChanged& OnGlobalCustomDataChanged() { return GlobalCustomDataChangedDelegate; }
Type Reference:
OnPlayerCustomDataChanged
The event will be triggered when a group member custom changed.
/**
* OnPlayerCustomDataChanged:
* The event will be triggered when a group member custom changed.
*
* @param Event Event data for PlayerCustomDataChanged.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPlayerCustomDataChanged, const FPgosClientGroupPlayerCustomDataChangedEvt& /*Event*/);
FOnPlayerCustomDataChanged& OnPlayerCustomDataChanged() { return PlayerCustomDataChangedDelegate; }
Type Reference: