Create custom events
Before creating your own custom chat events, learn how Unreal Chat SDK handles PubNub and chat-specific events.
Event handling
PubNub events
If you were to use a standard PubNub SDK to build a chat app, you would have to perform additional steps as part of your PubNub initialization:
- Explicitly subscribe to the chosen channel(s) to receive messages.
- Add event listeners for your app to receive and handle all messages, signals, and events sent to the channel(s) you are subscribed to.
Luckily, the Unreal Chat SDK does this work automatically for you as part of other methods you will run on various entities to build and work with your chat app.
All these methods also return a function you can invoke to stop receiving events of a given type and unsubscribe from the channel. Follow the links to method descriptions for details and examples.
Entity | Method | Events handled |
---|---|---|
Channel | StreamUpdates() or StreamUpdatesOn() | (Un)Subscribe the current user to/from a channel and start/stop getting all objects events of type channel . |
User | StreamUpdates() or StreamUpdatesOn() | (Un)Subscribe the current user to/from a channel and start/stop getting all objects events of type uuid . |
Message | StreamUpdates() or StreamUpdatesOn() | (Un)Subscribe the current user to/from a channel and start/stop getting all messageAction events (for message and message reactions changes) of type added or removed . |
Membership | StreamUpdates() or StreamUpdatesOn() | (Un)Subscribe the current user to/from a channel and start/stop getting all objects events of type membership . |
Channel | Connect() | (Un)Subscribe the current user to/from a channel and start/stop getting all message events of type text . |
Channel | GetTyping() | (Un)Subscribe the current user to/from a channel and start/stop getting all signal events of type typing . |
Channel | StreamPresence() | (Un)Subscribe the current user to/from a channel and start/stop getting all presence events of type action (responsible for monitoring when users join, leave the channels, or when their channel connection times out and they get disconnected). |
Unreal Chat SDK wraps all events returned as HTTP responses from the server into meaningful and handy entities, like Channel
, Message
, User
. These objects contain methods you can invoke to build your chat app and parameters you can display on your app's UI.
Chat events
Events, just like messages, are separate entities in the Unreal Chat SDK that carry data as a payload. Contrary to messages, however, events are not merely data transmitters but can trigger additional business logic. For example, in the Unreal Chat SDK, the Typing Indicator feature relies on events - based on whether a user is typing or not, the typing indicator starts or stops.
Unreal Chat SDK handles a few intrinsic types of such events that get emitted automatically when a user:
- Reports a message (
report
event type for messages) - Starts/Stops typing a message on a channel (
typing
event type) - Mentions someone else in the message (
mention
event type) - Reads a message published on a channel (
receipt
event type) - Invites another user to join a channel (
invite
event type) - Mutes a user, bans them, or removes these restrictions (
moderation
event type)
All event types use underneath the core PubNub Pub/Sub API and use either the Publish()
or Signal()
methods.
Different Unreal Chat SDK methods emit (handle) different chat event types. For example, the SendText()
method called on the Channel
object emits mention
events because the IDs of the mentioned users are always passed as part of published messages.
To listen to those events, Unreal Chat SDK uses two methods:
ListenForEvents()
for the current events that are emitted with theSignal()
orPublish()
method.GetEventsHistory()
to get historical events that were emitted with thePublish()
method.
Events history limitations
The GetEventsHistory()
method uses PubNub Message Persistence API which has limitations - you cannot filter the results by type. Calling this method would return all event types that happened on a given channel in a given timeframe as long as they were emitted with the Publish()
method that stores history. Check custom events for an example showing this method.
The payload structure of the chat events is fixed and depends on the event type.
Read the subsections to get a better overview of each event type - check how they work and get some ideas on using them in your chat app to trigger additional business logic.
Events for reported messages
- Type:
report
- PubNub method: PubNub method used to send events you listen for.
Publish()
(with history) is used for all events related to message reporting. - Target:
PUBNUB_INTERNAL_ADMIN_CHANNEL
- Trigger:
Report()
method on theMessage
object - Listener:
ListenForEvents()
(current) orGetEventsHistory()
(historical) on theChat
object - Sample use case: Message moderation. You might want to create a UI for an operational dashboard to monitor and manage all reported messages.
- Payload:
payload: {
// content of the flagged message
text: string;
// reason for flagging the message
reason: string;
// channel where message was flagged
reportedMessageChannelId: string;
// timetoken of the flagged message
reportedMessageTimetoken: string;
// author of the flagged message
reportedUserId: string;
}
Events for typing indicator
- Type:
typing
- PubNub method: PubNub method used to send events you listen for.
Signal()
(without history) is used for all events related to typing. - Target: The same channel where messages are published.
- Trigger:
StartTyping()
andStopTyping()
methods on theChannel
object - Listener:
GetTyping()
on theChannel
object - Sample use case: Typing indicator. You might want to show graphically on the channel that another channel member is typing or has stopped typing a message.
- Payload:
payload: {
// value showing whether someone is typing or not
value: boolean;
}
Events for mentions
- Type:
mention
- PubNub method: PubNub method used to send events you listen for.
Publish()
(with history) is used for all events related to mentions. - Target: Unlike in other event types, a target for mention events is equal to a user ID. This ID is treated as a user-specific channel and is used to send system notifications about changes concerning a
User
object, such as creating, updating, or deleting that user. The channel name is equal to the ID (id
) of the user and you can retrieve it by calling thecurrentUser
method on theChat
object. - Trigger:
SendText()
method on theChannel
object - Listener:
ListenForEvents()
(current) orGetEventsHistory()
(historical) on theChat
object - Sample use case: User mentions. You might want to receive notifications for all events emitted when you are mentioned in a parent or thread channel.
- Payload:
payload: {
// timetoken of the message where someone is mentioned
messageTimetoken: string;
// channel on which the message with mention was sent
channel: string;
}
Events for read receipts
- Type:
receipt
- PubNub method: PubNub method used to send events you listen for.
Signal()
(with history persisted as the last read message on theMembership
object) is used for all events related to message read receipts. - Target: The same channel where messages are published.
- Trigger:
MarkAllMessagesAsRead()
method on theChat
object, theSetLastReadMessageTimetoken()
method on theMembership
object, and theSetLastReadMessage()
method on theMembership
object - Listener:
StreamReadReceipts()
(current) on theChat
object - Sample use case: Read receipts. You might want to indicate on a channel - through avatars or some other indicator - that a message was read by another user/other users.
- Payload:
payload: {
// timetoken of the read message
messageTimetoken: string;
}
Events for channel initations
- Type:
invite
- PubNub method: PubNub method used to send events you listen for.
Publish()
(with history) is used for all events related to channel invitations. - Target: The same channel where messages are published.
- Trigger:
Invite()
andinviteMultiple
methods on theChannel
object - Listener:
ListenForEvents()
(current) orGetEventsHistory()
(historical) on theChat
object - Sample use case: Channel invitations. You might want to notify users that they were invited to join a channel.
- Payload:
payload: {
// type of a channel to which a user was invited (direct or group)
channelType: this.type || "unknown",
// ID of the channel to which a user was invited
channelId: this.id,
}
Events for user moderation
- Type:
moderation
- PubNub method: PubNub method used to send events you listen for.
Publish()
(with history) is used for all events related to user restrictions. - Target: The same channel where messages are published.
- Trigger:
SetRestrictions()
methods on theChannel
,Chat
, andUser
objects - Listener:
ListenForEvents()
(current) orGetEventsHistory()
(historical) on theChat
object - Sample use case: User moderation. You might want to notify users when they were muted, banned, or when you remove these restrictions from them.
- Payload:
payload: {
// ID of the channel on which the user's moderation restrictions were set or lifted
channelId: string
// type of restriction: whether a user was muted, banned, or at least one of these restrictions was removed
restriction: "muted" | "banned" | "lifted"
// reason for muting or banning the user
reason?: string
}
Custom events
Unreal Chat SDK provides an additional type of events called custom
. As the type name suggests, they are meant to let you carry your custom payloads and use them to perform additional business logic in your chat app.
With Unreal Chat SDK, you can:
- Trigger such custom events using the
EmitEvent()
method. - Listen to them with the
ListenForEvents()
method. - Get all historical events using the
GetEventsHistory()
method.
Create and send events
EmitEvent()
handles (constructs and sends) events with your custom payload.
In its logic, you can compare this method to the SendText()
method used for sending new messages.
Method signature
This method takes the following parameters:
- Blueprint
- C++ / Input parameters
Chat->EmitChatEvent(
EPubnubChatEventType ChatEventType,
FString ChannelID,
FString Payload
);
Parameter | Type | Required | Default | Description |
---|---|---|---|---|
ChatEventType | EPubnubChatEventType | Yes | n/a | Type of events: PCET_TYPING , PCET_REPORT , PCET_RECEIPT , PCET_MENTION , PCET_INVITE , PCET_CUSTOM , PCET_MODERATION . Use PCET_CUSTOM for full control over event payload and emitting method. |
ChannelID | FString | Yes (all non-mention events) | n/a | Channel where you want to send the events. |
Payload | FString | Yes | n/a | Metadata in the form of key-value pairs you want to pass as events from your chat app. Can contain anything in case of custom events, but has a predefined struture for other types of events. |
Output
This method doesn't return any value.
Basic usage
You want to monitor a high-priority channel with a keyword spotter that identifies dissatisfaction words like "annoyed," "frustrated," or "angry." Suppose a message sent by any of the customers present on this channel contains any of these words. In that case, you want to resend it (with relevant metadata) to a separate technical channel (CUSTOMER-SATISFACTION-CREW
) that's monitored by the team responsible for customer satisfaction.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
#include "JsonObjectConverter.h" // Assumed include for JSON conversion utilities.
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
// Initialize the chat.
UPubnubChat* Chat = PubnubChatSubsystem->InitChat("demo", "demo", "my_user");
UPubnubChannel* Channel = Chat->GetChannel("support");
// Prepare the JSON payload.
TSharedPtr<FJsonObject> JsonPayload = MakeShareable(new FJsonObject);
JsonPayload->SetStringField("chatID", "chat1234");
JsonPayload->SetStringField("timestamp", "2022-04-30T10:30:00Z");
show all 28 linesReceive current events
ListenForEvents()
lets you watch a selected channel for any new custom events emitted by your chat app. You can decide what to do with the incoming custom events and handle them using the callback function.
In its logic, you can compare this method to the Connect()
method used for receiving new messages.
Method signature
- Blueprint
- C++ / Input parameters
Chat->ListenForEvents(
FString ChannelID,
EPubnubChatEventType ChatEventType,
FOnPubnubEventReceived EventCallback
);
Parameter | Type | Required | Default | Description |
---|---|---|---|---|
ChannelID | FString | Yes (all non-mention events) | n/a | Channel you want to listen to for events. |
ChatEventType | EPubnubChatEventType | Yes | n/a | Type of events: PCET_TYPING , PCET_REPORT , PCET_RECEIPT , PCET_MENTION , PCET_INVITE , PCET_CUSTOM , PCET_MODERATION . |
EventCallback | FOnPubnubEventReceived | Yes | n/a | Callback function passed as a parameter. It defines the custom behavior to be executed whenever an event is detected on the specified channel. |
Output
This method doesn't return any value.
Basic usage
Monitor a channel for frustrated customer events. When such an event occurs, the handleFrustratedEvent
function responds with a message acknowledging the customer's frustration and offering assistance.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
// Create a pubnub response delegate
// you MUST implement your own callback function to handle the response
FOnPubnubEventReceived EventCallback;
EventCallback.BindDynamic(this, &AMyActor::OnMPubnubEventResponseReceived);
Chat->ListenForEvents(
FString("CUSTOMER-SATISFACTION-CREW"),
show all 18 linesvoid AMyActor::OnPubnubEventResponseReceived(const FString& ChannelID, const FString& Payload)
{
// Parse the JSON payload
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Payload);
if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid())
{
FString TriggerWord;
if (JsonObject->TryGetStringField("triggerWord", TriggerWord))
{
if (TriggerWord.Equals("frustrated", ESearchCase::IgnoreCase))
{
UE_LOG(LogTemp, Log, "Frustrated customer event detected!");
// Handle the frustrated customer event
show all 25 linesGet historical events
GetEventsHistory()
lets you get historical events from a selected channel.
In its logic, you can compare this method to the GetHistory()
method used for receiving historical messages. Similarly to this method, you cannot filter the results by type, so you'll get all events emitted with the Publish()
method that happened on a given channel in a given timeframe (not only custom
events).
Method signature
- Blueprint
- C++ / Input parameters
Chat->GetEventsHistory(
FString ChannelID,
FString StartTimetoken,
FString EndTimetoken,
int Count = 100
);
Parameter | Type | Required | Default | Description |
---|---|---|---|---|
ChannelID | FString | Yes | n/a | Channel from which you want to pull historical messages. |
StartTimetoken | FString | No | n/a | Timetoken delimiting the start of a time slice (exclusive) to pull events from. For details, refer to the Fetch History section. |
EndTimetoken | FString | No | n/a | Timetoken delimiting the end of a time slice (inclusive) to pull events from. For details, refer to the Fetch History section. |
Count | int | No | 100 | Number of historical events to return for the channel in a single call. You can pull a maximum number of 100 events in a single call. |
Output
Parameter | Type | Description |
---|---|---|
FPubnubEventsHistoryWrapper | struct | Returned object containing two fields: events and isMore . |
→ Events | TArray<FPubnubEvent> | Array listing the requested number of historical events objects. |
→ IsMore | bool | Info whether there are more historical events to pull. |
FPubnubEvent
Parameter | Type | Description |
---|---|---|
Timetoken | FString | Timetoken of the event. |
ChannelID | FString | Channel the event occured on. |
User ID | FString | User ID associated with the event. |
Payload | FString | Event payload. |
Type | EPubnubChatEventType | Type of the event. |
EPubnubChatEventType
Value | Description |
---|---|
PCET_TYPING | Indicates a user is typing a message. Displayed as Typing. |
PCET_REPORT | Represents an event where a message has been flagged or reported for offensive content. Displayed as Report. |
PCET_RECEIPT | Confirms receipt of a message or event. Displayed as Receipt. |
PCET_MENTION | Indicates that a user has been mentioned in a message. Displayed as Mention. |
PCET_INVITE | Represents an invitation event typically sent to a specific user. Displayed as Invite. |
PCET_CUSTOM | Custom event type for specialized behavior or use cases. Displayed as Custom. |
PCET_MODERATION | Represents an event related to content moderation actions. Displayed as Moderation. |
Basic usage
Fetch the last 10
historical events from the CUSTOMER-SATISFACTION-CREW
channel.
#include "Kismet/GameplayStatics.h"
#include "PubnubChatSubsystem.h"
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);
UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>();
UPubnubChat* Chat = PubnubChatSubsystem ->InitChat("demo", "demo", "my_user");
FPubnubEventsHistoryWrapper EventsHistory = Chat->GetEventsHistory("CUSTOMER-SATISFACTION-CREW", "", "", 10);