Teams
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Read more about the Teams system in Hiro here.
Create a team
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Create a team which other players can join.
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| FHiroTeamCreateRequest Request;
Request.Name = TEXT("Example team");
Request.Desc = TEXT("Example description");
Request.Open = true;
Request.Icon = TEXT("icon.png");
Request.LangTag = TEXT("en");
Request.SetupMetadata = TEXT("");
FHiroOnTeamsCreate OnTeamsCreate;
OnTeamsCreate.AddDynamic(this, &AMyActor::OnTeamsCreate);
FOnError OnError;
HiroClient->TeamsCreate(Session, Request, OnTeamsCreate, OnError);
void AMyActor::OnTeamsCreate(const FHiroTeam& Team)
{
UE_LOG(LogTemp, Log, TEXT("%s"), *Team.ToJson());
}
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List one or more teams
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List one or more teams which the player can join.
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| FHiroTeamListRequest Request;
Request.Cursor = TEXT("");
Request.Location = TEXT("UK");
Request.Limit = 100;
FHiroOnTeamsList OnTeamsList;
OnTeamsList.AddDynamic(this, &AMyActor::OnTeamsList);
FOnError OnError;
HiroClient->TeamsList(Session, Request, OnTeamsList, OnError);
void AMyActor::OnTeamsList(const FHiroTeamList& TeamList)
{
UE_LOG(LogTemp, Log, TEXT("%s"), *TeamList.ToJson());
}
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Search for a team
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Search for a team by name or optional short code.
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| FHiroTeamSearchRequest Request;
Request.Input = TEXT("heroes");
Request.Limit = 100;
FHiroOnTeamsSearch OnTeamsSearch;
OnTeamsSearch.AddDynamic(this, &AMyActor::OnTeamsSearch);
FOnError OnError;
HiroClient->TeamsSearch(Session, Request, OnTeamsSearch, OnError);
void AMyActor::OnTeamsSearch(const FHiroTeamList& TeamList)
{
UE_LOG(LogTemp, Log, TEXT("%s"), *TeamList.ToJson());
}
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Send team chat message
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Write a chat message to the Team’s chat channel.
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| FHiroTeamWriteChatMessageRequest Request;
Request.Id = TEXT("team_1");
Request.Content = TEXT("{\"message\":\"Hey everyone!\"}");
FHiroOnTeamsWriteChatMessage OnTeamsWriteChatMessage;
OnTeamsWriteChatMessage.AddDynamic(this, &AMyActor::OnTeamsWriteChatMessage);
FOnError OnError;
HiroClient->TeamsWriteChatmessage(Session, Request, OnTeamsWriteChatMessage, OnError);
void AMyActor::OnTeamsWriteChatMessage(const FHiroChannelMessageAck& ChannelMessageAck)
{
UE_LOG(LogTemp, Log, TEXT("%s"), *ChannelMessageAck.ToJson());
}
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