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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

APIDescription
CreateGroupCreat a new group.
SearchGroupSearch for groups that meet the specified criteria.
GetMyGroupListGet all my joined groups
GetGroupInfoGet information for the group. These data can be accessed by non-group members.
BatchGetGroupInfoGet information for batch of groups (max 100 groups). These data can be accessed by non-group members.
GetGroupDetailGet detail information for the group. These data can only be accessed by group members.
BatchGetGroupDetailGet detail information for batch of groups (max 100 groups). These data can only be accessed by group members.
GetGroupMembersGet members for the group.
GetGroupMemberGet a member of a group.
JoinGroupRequest to join a group. The request will failed if the join rule of the group is not Anyone.
LeaveGroupLeave the group.
InvitePlayersToGroupInvite some players to the group. Each player be invited will receive a OnGroupInvitation event.
GetGroupInvitationsGet a list of group invitations which is neither be rejected nor be accepted.
AcceptGroupInvitationAccept a group invitation.
RejectGroupInvitationReject a group invitation.
SetMyGroupNicknameSet player's nickname of the group.
SetGroupNameSet name of the group. Group name could only be set by the group owner.
SetGroupIconSet icon info of the group. Group icon could only be set by the group owner.
SetGroupDescSet description of the group. Group description could only be set by the group owner or administrator.
SetGroupAnnouncementSet announcement of the group. Group announcement could only be set by the group owner or administrator.
SetGroupTagsSet tags of the group. Group tags could only be set by the group owner or administrator.
SetGroupJoinRuleSet join rule of the group. Group join rule could only be set by the group owner or administrator.
SetGroupPublicSet public strategy of the group. Group public strategy could only be set by the group owner or administrator.
SetGroupMemberRemarkGroup owner and group administrator could use this api to set a group member's remark.
BatchSetGroupMemberRemarkBatch set remark for group members (max 100 players).
RemoveGroupMemberRemove a group member from the group.
BatchRemoveGroupMembersRemove a list of group members from the group. (max 100 players)
MuteGroupMemberMute a group member of the group. The muted group member cannot send message to group chat.
UnmuteGroupMemberUnmute a group member of the group.
TransferGroupOwnershipTransfer group ownership to a group member.
GrantGroupAdminGrant group administrator rights to a group member.
RevokeGroupAdminRevoke group administrator rights from a group member.
GetGroupDiscoveryListPaging to get the number of group discoveries. You can additionally obtain the specified number of recommendation groups configured on the portal.
DismissGroupDismiss the group.
SendGroupTextMsgSend group chat text message
SendGroupCustomMsgSend group chat custom message
GetGroupMsgListGet chat message list in a group
ActiveGroupChatSet the current group chat. When setting, OnUnreadGroupMsgCountNotifyEvt will be pushed, and subsequent group chat messages currently in progress are automatically marked as read
GetActiveGroupChatGet the current group chat.
GetGroupMentionedInfoGet latest record mentioning me in the group.
ClearGroupMentionedInfoClear record mentioning me in the group.
ClearGroupUnreadCountMark messages in group as all read
ClearGroupChatMsgClear the group's local message records
SetGroupGlobalCustomDataAdd or modify global custom data of a group. For group owner or administrators only.
DelGroupGlobalCustomDataDelete keys from global custom data of a group. For group owner or administrators only.
ClearGroupGlobalCustomDataClear all global custom data of a group. For group owner or administrators only.
SetGroupMyPlayerCustomDataModify group custom data for custom player.
BatchSetGroupPlayerCustomDataModify group custom data for batch players (max 1000 players). Only group owner and administrators can modify other people's group custom data.

Event List

EventDescription
OnFPgosClientGroupInvitationThe event will be triggered when received a group invitation.
OnRemovedFromGroupThe event will be triggered when player is removed from the group.
OnMutedInGroupThe event will be triggered when player is muted in the group.
OnUnmutedInGroupThe event will be triggered when player is unmuted in the group.
OnGroupDismissedThe event will be triggered when the group is dismissed by group owner.
OnBadgeNumOfGroupInvitationThe event will be triggered when player login PGOS or the list of group invitation received changes.
OnUnreadGroupMsgCountNotifyThe event will be triggered after login PGOS and when the unread count of group message changed.
OnReceiveGroupMsgThe event will be triggered when receive group chat message.
OnGroupNewMentionedThe event will be triggered when a new mention of a group is received.
OnGlobalCustomDataChangedThe event will be triggered when group global custom data changed.
OnPlayerCustomDataChangedThe 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:

ParamTypeDescription
Paramsconst FPgosClientCreateGroupParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSearchGroupParams&
ResultCallbackTFunction<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:

ParamTypeDescription
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdsconst TArray<FString>&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdsconst TArray<FString>&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
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

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:

ParamTypeDescription
Paramsconst FPgosClientInvitePlayersToGroupParams&
ResultCallbackTFunction<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:

ParamTypeDescription
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
InvitationIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
InvitationIdconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSetMyGroupNicknameParams&
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

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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupNameParams&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
GroupIconconst FString&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupDescParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupAnnouncementParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupTagsParams&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
JoinRuleEPgosClientGroupJoinRule
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
IsPublicbool
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupMemberRemarkParams&
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

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:

ParamTypeDescription
Paramsconst FPgosClientBatchSetGroupMemberRemarkParams&
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

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:

ParamTypeDescription
GroupIdconst FString&Group id
PlayerIdconst FString&Player 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

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:

ParamTypeDescription
GroupIdconst FString&Group id
PlayerIdsconst TArray<FString>&Players 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

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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
MuteDurationMinutesconst int32The duration of the member has been muted. 0 means muted forever.
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

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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
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

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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
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

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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
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

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:

ParamTypeDescription
GroupIdconst FString&
PlayerIdconst FString&
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

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:

ParamTypeDescription
Paramsconst FPgosClientGetGroupDiscoveryListParams&
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&
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

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:

ParamTypeDescription
Paramsconst FPgosClientSendGroupMsgParams&Request struct for sending text message
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientSendGroupMsgParams&Request struct for sending custom message
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst FString&The group ID
StartSeqint64The start sequence number of the message to query, 0 means start from the latest message.
Countint32The count of message to get
ResultCallbackTFunction<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:

ParamTypeDescription
GroupIdconst 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:

ParamTypeDescription
GroupIdconst FString&Group ID.
DstFPgosClientGroupMentionedInfo&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:

ParamTypeDescription
GroupIdconst 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:

ParamTypeDescription
GroupIdconst FString&The group ID. If empty, it means all groups
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

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:

ParamTypeDescription
GroupIdconst FString&The group ID. If empty, it means all groups
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

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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupGlobalCustomDataParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientDelGroupGlobalCustomDataParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientClearGroupGlobalCustomDataParams&
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

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:

ParamTypeDescription
Paramsconst FPgosClientSetGroupMyPlayerCustomDataParams&
ResultCallbackTFunction<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:

ParamTypeDescription
Paramsconst FPgosClientBatchSetGroupPlayerCustomDataParams&
ResultCallbackTFunction<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: