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Watch channels

Use Connect() to receive messages on a channel without joining as a member. Connect() subscribes to the channel. Bind the OnMessageReceived delegate before calling Connect(). Messages are received via this delegate. Use Disconnect() to stop receiving messages.

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Usage in Blueprints and C++


Asynchronous and synchronous method execution

Most PubNub Unreal SDK methods are available in both asynchronous and synchronous variants.

  • Asynchronous methods (Async suffix) return void and take an optional delegate parameter that fires when the operation completes.

    1Channel->ConnectAsync(OnConnectResponseDelegate);

    You can also use native callbacks that accept lambdas instead of dynamic delegates. Native callback types have the Native suffix (for example, FOnPubnubChatOperationResponseNative).

  • Synchronous methods (no suffix) block the main game thread until the operation completes and return a result struct directly.

    1FPubnubChatOperationResult Result = Channel->Connect();

Method signature

1Channel->Connect();

Channel->Connect() takes no parameters and returns FPubnubChatOperationResult.

Output

TypeDescription
FPubnubChatOperationResult
Contains Error (bool) and ErrorMessage (FString). Check Error to determine if the operation succeeded.

Sample code

Reference code

This example is a self-contained code snippet ready to be run. Set up your Unreal project and follow the instructions in the lines marked with ACTION REQUIRED before running the code. Use it as a reference when working with other examples in this document.

Connect to a channel and start listening for messages.

Actor.h
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Actor.cpp
1

Other examples

Stop receiving messages on the support channel.

1

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