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  • 🌐ProudNet
    • ProudNet Introduction
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      • AMI
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      • C++
      • C#
      • Mac Xcode
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      • Unity3D
        • iOS Build
      • Unreal Engine 4
      • Running the PIDL Compiler
    • Using ProudNet
      • Server and Client
        • Utilization of Server
        • Utilization of Client
      • RMI
        • Utilization of RMI
      • PIDL
        • Utilization of PIDL
      • Event handling
      • Communication messages
      • P2P Communication
        • Using P2P communication
    • Utilization of ProudNet
      • How to use
      • Tips for performance
    • Using DB in ProudNet
      • DB Cache System ver.2
        • DB Cache Theory and Understanding
        • Install DB Cache and Set Up Network
        • DB Cache Server and Client
        • DB Cache usage and application
          • Utilization of DB Cache
      • ADO API
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    • ProudNet Utility
  • ProudNet Note
    • Technical Notes
      • Main Loop
      • Setting up a server firewall
      • Encryption and decryption
      • What to do in case of an error
      • List of error messages
      • Synchronizing Character Position
      • Client-Server Communication
      • MiniDump (Error Dump System)
      • [Version 1.6] Server-to-Server LAN Communicator
    • Glossary
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  • 🌐Proud Service
    • Guide for Console
    • ProudChat
      • Download SDK
        • C++
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        • Unity3D
        • Unreal Engine 4
      • Features in Console
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On this page
  • Unreal Engine 4 ProudChat SDK
  • Project settings
  • - Plugins settings
  • - Setting Up Blueprint Classes
  • ProudChatActor
  • - ProudChatActor::Init
  • - Disconnect
  • - Functions
  • - Event Variables (C++)
  • - Event Variables (Blueprint)
  • Building
  • - Android
  • - iOS
  1. Proud Service
  2. ProudChat
  3. Download SDK

Unreal Engine 4

Last updated 10 months ago

Download the ProudChat Unreal Engine 4 SDK from the link below.

Project settings

- Plugins settings

In the project root folder, create a new Plugins folder and copy the downloaded SDK file to the Plugins folder you created.

In the Unreal Editor, press Edit -> Plugins to check whether the ProudChat plugin you copied is enabled in the Plugin Browser tab.

If you don't see the ProudChat plugin in the Unreal Editor after copying it to the Plugins folder, you can check by exiting and re-launching the editor.

- Setting Up Blueprint Classes

After the plugin is successfully installed, the ProudChat C++ class Browser in the Unreal Editor creates a 'Blueprint class' based on the ProudChatActor class.

In the Event Graph of the 'Blueprint class' you created, create an Init function for Proud Chat, connect it to the BeginPlay event, and enter the Account UUID, Project UUID, and User UniqueID that you received from the Proud Console.

After compiling the event by pressing the Compile button, place the created 'Blueprint Class' in your Level and press Play to see if it connects to the server.

If the connection is successful, ProudChat Connection Success is displayed in the top-left corner of the level.

ProudChatActor

- ProudChatActor::Init

This is the part that initializes ProudChat. The user must call the Init function to connect to the server before using it.

Function Name
Parameters
Description

Init

The user writes this part of the function to connect ProudChat. We're taking 3 strings as parameters, but internally we're calling the ChatClientInitComplete, ChatClientInitFailed events via std::bind so we can see if the login succeeded or failed.

- Disconnect

Function Name
Parameters
Description

Disconnect

-

Use when you want to disconnect with the chat server.

- Functions

Function Name
Parameters
Description

IsConnected

-

Use when you check the status of server connection.

JoinChannel

Unique key for the channel you want to access

Use when you want to access a specific channel.

LeaveChannel

Unique key for the channel you want to leave

Use this when you want to leave the channel you're in.

SendChannelMsg

A unique identification value for a specific channel, a message to send to the specific channel

Use to send a message to a specific channel.

SendDirectMsg

A unique identification value for a specific recipient, a message to send to the specific party

Use to send a message to a specific person.

MsgTranslate

src = The country code of current language

target = The country code of the targeting language

msgKey = A unique key of message to translate

msg = A message to translate

(Beta) Use when you want to translate the message

MsgTranslate_Auto

target = The country code of the targeting language

msgKey = A unique key of message to translate

msg = A message to translate

(Beta) Request the translation of the message after automatically detecting the language.

MsgRecord_Channel

channelKey = A unique key of the channel day = The days (max 90) cnt = The counts (max 100)

(Beta) Request the chat data from the Channel. Retrieve up to 100 messages within the last 90 days.

MsgRecord_Direct

target = A unique key of the target user day = The days (max 90) cnt = The counts (max 100)

(Beta) Request the data from the Direct messages. Retrieve up to 100 messages within the last 90 days.

MsgRecord_Notice

day = The days (max 90) cnt = The counts (max 100)

(Beta) Request the data from the Notice. Retrieve up to 100 messages within the last 90 days.

- Event Variables (C++)

Event variable name
Description

InitComplete_Delegate

Event called when Init Complete completes.

InitFailed_Delegate

Events called when Init Failed.

ChatDisconnect_Delegate

Event fired when the chat server disconnected.

ChannelMsg_Response_Delegate

It handles events that occur if a ChannelMsg arrives.

DirectMsg_Response_Delegate

It handles events if the DirectMsg arrives between users.

Notice_Response_Delegate

It will be called when you send Notice from Proud Console.

Channel_Join_Success_Delegate

It will be called if Channel Join Success occurs.

Channel_Join_Failed_Delegate

It will be called if Channel Join Failed occurs.

Channel_Leave_Success_Delegate

It will be called if Channel Leave Success occurs.

Channel_Leave_Failed_Delegate

It will be called if Channel Leave Failed occurs.

MsgTranslate_Success_Delegate

(Beta) It will be called if the message is successfully translated.

MsgTranslate_Failed_Delegate

(Beta) It will be called if the message translation fails.

MsgRecord_Success_Delegate

(Beta) It will be called if the data history is successfully retrieved.

MsgRecord_Failed_Delegate

(Beta) It will be called if the data history retrieval fails.

- Event Variables (Blueprint)

Event variable name
Description

ChatClientInitComplete

It will be called if the server successfully connects with the ChatClient.

ChatClientInitFailed

It will be called on server login failure.

ChatDisconnect

It will be called if the server disconnects with the ChatClient.

ChannelMsg_Response

It handles events that occur if a ChannelMsg arrives.

DirectMsg_Response

It handles events if the DirectMsg arrives between users.

Notice_Response

It will be called when you send Notice from Proud Console.

Channel_Join_Success

It will be called if Channel Join Success occurs.

Channel_Join_Failed

It will be called if Channel Join Failed occurs.

Channel_Leave_Success

It will be called if Channel Leave Success occurs.

Channel_Leave_Failed

It will be called if Channel Leave Failed occurs.

MsgTranslate_Success

(Beta) It will be called if the message is successfully translated.

MsgTranslate_Failed

(Beta) It will be called if the message translation fails.

MsgRecord_Success

(Beta) It will be called if the data history is successfully retrieved.

MsgRecord_Failed

(Beta) It will be called if the data history retrieval fails.

Building

- Android

Please refer to the links below.

- iOS

The user's UUID provided in the , the UUID of the project the user created, and the user's own UniqueID.

For more information, see .

🌐
Android Quickstart
Proud Console
📂
Unreal Engine 4 ProudChat SDK
Building iOS