---
source_url: https://www.pubnub.com/docs/chat/unreal-chat-sdk/build/features/channels/watch
title: Watch channels
updated_at: 2026-06-18T11:25:53.283Z
---

> Documentation Index
> For a curated overview of PubNub documentation, see: https://www.pubnub.com/docs/llms.txt
> For the full list of all documentation pages, see: https://www.pubnub.com/docs/llms-full.txt


# Watch channels

Use `Connect()` to receive messages on a channel without [joining](https://www.pubnub.com/docs/chat/unreal-chat-sdk/build/features/channels/join) 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.

##### Usage in Blueprints and C++

You can use PubNub's functionality via Blueprints or directly in C++ code.

* In Blueprints, you can access PubNub from any Widget or Actor. Start by [initializing chat](https://www.pubnub.com/docs/chat/unreal-chat-sdk/build/configuration#initialize-pubnub-chat) using `InitChat` on `UPubnubChatSubsystem`. Afterwards, you can use the returned `UPubnubChat` object reference to call all Chat SDK functions.

:::warning Blueprint functions
The Blueprints provided in the documentation show how you can structure your application and may contain utility methods and elements like buttons that are not part of the Unreal Chat SDK and are meant to serve as guidance.
:::

* In C++, you can use UPubnubChatSubsystem as any other Game Instance Subsystem. #include "Kismet/GameplayStatics.h" #include "Engine/GameInstance.h" #include "PubnubChatSubsystem.h" // ACTION REQUIRED: Replace ASample_ChatSubsystem with name of your Actor class void ASample_ChatSubsystem::InitChatSample() { // Get PubnubChatSubsystem from GameInstance UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this); UPubnubChatSubsystem* PubnubChatSubsystem = GameInstance->GetSubsystem<UPubnubChatSubsystem>(); // Initialize Chat - InitChat may fail under some conditions so make sure to check the Result for errors before using the Chat FPubnubChatInitChatResult InitChatResult = PubnubChatSubsystem->InitChat(TEXT("demo"), TEXT("demo"), TEXT("Player_001")); UPubnubChat* PubnubChat = InitChatResult.Chat; } Chat now allows you to call all Chat SDK functions, for example, Chat->GetChannel("my_channel").

:::note 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

#### C++ / Input parameters

```cpp
Channel->Connect();
```

#### Blueprint

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

#### Output

| Type | Description |
| --- | --- |
| `FPubnubChatOperationResult` | Contains `Error` (bool) and `ErrorMessage` (FString). Check `Error` to determine if the operation succeeded. |

### Sample code

:::tip 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.

###### C++

###### Actor.h

```cpp
// blueprint.viqb9p7m
UFUNCTION(BlueprintCallable, Category = "PubnubChat|Samples|ChatChannel")
void ConnectSample();

void OnChannelMessageReceived(UPubnubChatMessage* Message);
```

###### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_ChatChannel with name of your Actor class
void ASample_ChatChannel::ConnectSample()
{
	// snippet.hide
	UPubnubChatChannel* Channel = nullptr;
	// snippet.show

	// Assumes Channel is a valid UPubnubChatChannel (e.g. from GetChannel)

	// Add listener for received messages before connecting
	Channel->OnMessageReceivedNative.AddUObject(this, &ASample_ChatChannel::OnChannelMessageReceived);

	// Start listening for messages on this channel
	Channel->ConnectAsync(nullptr);

	// After some time when receiving messages is not needed anymore - disconnect
	Channel->Disconnect();
}

// ACTION REQUIRED: Replace ASample_ChatChannel with name of your Actor class
void ASample_ChatChannel::OnChannelMessageReceived(UPubnubChatMessage* Message)
{
	/* e.g. display in chat UI */
}
```

###### Blueprint

### Other examples

Stop receiving messages on the `support` channel.

#### C++

```cpp
// ACTION REQUIRED: Replace ASample_ChatChannel with name of your Actor class
void ASample_ChatChannel::DisconnectSample()
{
	// snippet.hide
	UPubnubChatChannel* Channel = nullptr;
	// snippet.show

	// Assumes Channel is a valid UPubnubChatChannel (e.g. from GetChannel)

	// Unsubscribe from this channel; stop receiving new messages
	Channel->DisconnectAsync(nullptr);
}
```

#### Blueprint