Global Chat
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Join a Default Channel
Players can join a default channel to chat with all other players currently logged into the game.
- Unreal Engine
- Unity
FRegistry::Lobby.SetJoinChannelChatResponseDelegate(AccelByte::Api::Lobby::FJoinDefaultChannelChatResponse::CreateLambda([](const FAccelByteModelsJoinDefaultChannelResponse& Result)
{
// Do something if JoinChannelChat has been successful
}));
FRegistry::Lobby.SendJoinDefaultChannelChatRequest();
AccelBytePlugin.GetLobby().Connect();
AccelBytePlugin.GetLobby().JoinDefaultChatChannel(result =>
{
if (result.IsError)
{
// Do something if JoinDefaultChatChannel has an error
Debug.Log($"Error JoinDefaultChatChannel, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
}
else
{
// Do something if JoinDefaultChatChannel has been successful
}
});
Send a Global Chat
Sending a message through a global default channel to get interact with some message for all players that have already joined the global channel.
- Unreal Engine
- Unity
FRegistry::Lobby.Connect();
FRegistry::Lobby.SetChannelMessageResponseDelegate(AccelByte::Api::Lobby::FChannelChatResponse::CreateLambda([](const FAccelByteModelsChannelMessageResponse& Result)
{
if (Result.Code == "0")
{
// Do something if ChannelMessageResponseDelegate has been successful
}
else
{
// Do something if ChannelMessageResponseDelegate has an error
}
}));
FString Message = FString("Your Message");
FRegistry::Lobby.SendChannelMessage(Message);
string message = "Your Message";
AccelBytePlugin.GetLobby().Connect();
AccelBytePlugin.GetLobby().SendChannelChat(message, result =>
{
if (result.IsError)
{
// Do something if SendChannelChat has an error
Debug.Log($"Error SendChannelChat, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
}
else
{
// Do something if SendChannelChat has been successful
}
});
Receive a Global Chat
Receiving a message from a global channel can be done by registering to a channel chat event using the following code:
- Unreal Engine
- Unity
FRegistry::Lobby.SetChannelMessageNotifDelegate(AccelByte::Api::Lobby::FChannelChatNotif::CreateLambda([](const FAccelByteModelsChannelMessageNotice& Result)
{
// Do something if ChannelMessageNotifDelegate has been retrieved successfully
}));
AccelBytePlugin.GetLobby().ChannelChatReceived += result =>
{
if (result.IsError)
{
// Do something if ChannelChatReceived has an error
Debug.Log($"Error ChannelChatReceived, Error Code: {result.Error.Code} Error Message: {result.Error.Message}");
}
else
{
// Do something if ChannelChatReceived has been successful
}
};