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  • Step 1: Register a Stream Event
  • Step 2: Handling Event Callback

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  1. BUILD
  2. SDK Features

Registering Events

PreviousCustom CharactersNextPush Events

Last updated 5 months ago

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The YOM SDK allows you to create and listen for your own custom events, allowing communication between the Unreal client and the pixel streamer /web browser. This guide explains how to set up and use them.

Step 1: Register a Stream Event

You get register an stream event by getting the YomGameInstanceSubsystem:

  1. Set Event Name:

    • Name of the function to call

    • Will be displayed in the "GodMode" modal when enabled

    • Used to call the linked event

  2. Set Event:

    • Event to be called when the function named FunctionName is triggered

  3. Set NeedsGodMode:

    • Determines if the event is added to GodMode

    • Use for admin-only functions (GodMode requires a password)

  4. Create the event:

    • Drag from Event and search for "create event"

    • Select "Create Event" node

    • Choose "select a function" and pick from the dropdown or create a new one

  5. Set stream event data

    • When you have variables that need to be passed in your function you can already define what names they have so it will show up in the godmode.

    • You need to create a array and add the amount of variables you have to that.

    • Param Name: name of the param variable.

    • Default Value: the value it needs to have or has at the start.

Note: The function input will be a Va Rest Json object, allowing data to be sent with the event.

Step 2: Handling Event Callback

To process data that is sent with the event:

  1. Access the data object passed to the function

  2. Use "get field by name and type" to retrieve specific variables

  3. Implement your logic using the retrieved data

  4. Note that everything we send will be a string and you need to convert that to the type you need.

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