---
source_url: https://www.pubnub.com/docs/sdks/unreal/api-reference/access-manager
title: Access Manager v3 API for Unreal SDK
updated_at: 2026-05-25T11:29:33.440Z
sdk_name: PubNub Unreal SDK
sdk_version: 2.0.5
---

> 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


# Access Manager v3 API for Unreal SDK

PubNub Unreal SDK, use the latest version: 2.0.5

:::warning Access Manager isn't enabled by default
Without it, PubNub resources on this keyset have no access controls and clients can reach
channels
and metadata without permission checks. Enable Access Manager in
[Admin Portal](https://admin.pubnub.com/)
before deploying to production.
:::

Access Manager allows you to enforce security controls for client access to resources within the PubNub Platform. With Access Manager v3, your servers (that use a PubNub instance configured with a secret key) can grant their clients tokens with embedded permissions that provide access to individual PubNub resources:

* For a limited period of time.
* Through resource lists or patterns (regular expressions).
* In a single API request, even if permission levels differ (`read` to `channel1` and `write` to `channel2`).

You can add the [authorizedUuid](https://www.pubnub.com/docs/general/security/access-control#authorized-uuid) parameter to the grant request to restrict the token usage to one client with a given `userId`. Once specified, only this `authorizedUuid` will be able to use the token to make API requests for the specified resources, according to permissions given in the grant request.

:::note User ID / UUID
User ID is also referred to as **UUID/uuid** in some APIs and server responses but **holds the value** of the **userId** parameter you [set during initialization](https://www.pubnub.com/docs/general/setup/users-and-devices#set-the-user-id).
:::

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

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

* In Blueprints, the SDK is managed by a subsystem. Start by calling the Pubnub Subsystem node, then use Create Pubnub Client to create a UPubnubClient instance.
* In a C++ project, you have to add a dependency to PubnubLibrary: In your IDE, navigate to Source/_{YourProject}_/_{YourProject}_.Build.cs and add a dependency to PubnubLibrary. PrivateDependencyModuleNames.AddRange(new string[] { "PubnubLibrary" });, Compile the code and run the project.
* In C++, start by getting the UPubnubSubsystem (a Game Instance Subsystem), then create a UPubnubClient with your configuration. #include "Kismet/GameplayStatics.h"#include "PubnubSubsystem.h"#include "PubnubClient.h" UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(this);UPubnubSubsystem* PubnubSubsystem = GameInstance->GetSubsystem<UPubnubSubsystem>(); FPubnubConfig Config;Config.PublishKey = "pub-c-...";Config.SubscribeKey = "sub-c-...";Config.UserId = "my-user-id"; UPubnubClient* PubnubClient = PubnubSubsystem->CreatePubnubClient(Config); PubnubClient allows you to call PubNub SDK functions, for example: PubnubClient->PublishMessageAsync("my-channel", "Hello!", OnPublishMessageResponseDelegate); The SDK supports multiple UPubnubClient instances within the same game for different contexts such as different users or keysets. For more information, refer to Configuration.

:::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. 1PubnubClient->GrantTokenAsync(30, "my-user", Permissions, OnGrantTokenResponseDelegate); You can also use native callbacks that accept lambdas instead of dynamic delegates. Native callback types have the Native suffix (for example, FOnPubnubGrantTokenResponseNative).
* Synchronous methods (no suffix) block the main game thread until the operation completes and return a result struct directly. 1FPubnubGrantTokenResult Result = PubnubClient->GrantToken(30, "my-user", Permissions);
:::

## Grant token

:::note Requires Access Manager add-on
This method requires that the *Access Manager* add-on is enabled for your key in the [Admin Portal](https://admin.pubnub.com/). Read the [support page](https://support.pubnub.com/hc/en-us/articles/360051974791-How-do-I-enable-add-on-features-for-my-keys-) on enabling add-on features on your keys.
:::

:::warning Requires Secret Key authentication
Granting permissions to resources should be done by administrators whose SDK instance has been [initialized](https://www.pubnub.com/docs/sdks/unreal/api-reference/configuration) with a **Secret Key** (available on the [Admin Portal](https://admin.pubnub.com/) on your app's keyset).
:::

The `GrantToken()` method generates a time-limited authorization token with an embedded access control list. The token defines time to live (`TTL`), `AuthorizedUser`, and a set of permissions giving access to one or more resources:

* `Channels`
* `ChannelGroups`
* `Uuids` (other users' object metadata, such as their names or avatars)

Only this `AuthorizedUser` will be able to use the token with the defined permissions. The authorized client will send the token to PubNub with each request until the token's `TTL` expires. Any unauthorized request or a request made with an invalid token will return a `403` with a respective error message.

###### Permissions

The grant request allows your server to securely grant your clients access to the resources within the PubNub Platform. There is a limited set of operations the clients can perform on every resource:

| Resource | Permissions |
| --- | --- |
| `Channels` | `read`, `write`, `get`, `manage`, `update`, `join`, `delete` |
| `ChannelGroups` | `read`, `manage` |
| `Uuids` | `get`, `update`, `delete` |

For permissions and API operations mapping, refer to [Manage Permissions with Access Manager v3](https://www.pubnub.com/docs/general/security/access-control#permissions).

###### TTL

The `ttl` (time to live) parameter is the number of minutes before the granted permissions expire. The client will require a new token to be granted before expiration to ensure continued access. `ttl` is a required parameter for every grant call and there is no default value set for it. The max value for `ttl` is 43,200 (30 days).

:::warning Recommended ttl value
For security reasons, it's recommended to set `ttl` between `10` and `60`, and create a new token before this `ttl` elapses.
:::

For more details, see [TTL in Access Manager v3](https://www.pubnub.com/docs/general/security/access-control#ttl).

###### RegEx

If you prefer to specify permissions by setting patterns, rather than listing all resources one by one, you can use regular expressions. To do this, define RegEx permissions for a given resource type in the grant request. Patterns are evaluated on the server using [RE2-style syntax](https://github.com/google/re2/wiki/Syntax); backreferences and lookaround assertions are not supported.

For more details, see [RegEx in Access Manager v3](https://www.pubnub.com/docs/general/security/access-control#regex).

###### Authorized User ID

Setting an `AuthorizedUser` in the token helps you specify which client device should use this token in every request to PubNub. This will ensure that all requests to PubNub are authorized before PubNub processes them. If `AuthorizedUser` isn't specified during the grant request, the token can be used by any client with any User ID. It's recommended to restrict tokens to a single `AuthorizedUser` to prevent impersonation.

For more details, see [Authorized User ID in Access Manager v3](https://www.pubnub.com/docs/general/security/access-control#authorized-user).

### Method(s)

```cpp
PubnubClient->GrantTokenAsync(
  int Ttl,
  FString AuthorizedUser,
  const FPubnubGrantTokenPermissions& Permissions,
  FOnPubnubGrantTokenResponse OnGrantTokenResponse,
  FString Meta = ""
);
```

| Parameter | Description |
| --- | --- |
| `Ttl` *Type: `int` | Time-To-Live (TTL) in minutes for the granted token. |
| `AuthorizedUser` *Type: `FString` | The User ID that is authorized by this grant. |
| `Permissions` *Type: `const` [FPubnubGrantTokenPermissions](#fpubnubgranttokenpermissions)`&` | Permissions applied to the listed resources. |
| `OnGrantTokenResponse` *Type: [FOnPubnubGrantTokenResponse](#fonpubnubgranttokenresponse) | The delegate for the operation's result. You can also use a native callback of the type [FOnPubnubGrantTokenResponseNative](#fonpubnubgranttokenresponsenative) to handle the result using a lambda. |
| `Meta`Type: `FString` | Additional metadata to be included in the token. |

#### FPubnubGrantTokenPermissions

| Property | Description |
| --- | --- |
| `Channels`Type: [TArray<FChannelGrant>](#fchannelgrant) | A list of exact channel names and their associated permissions. Applied to the `resources.channels` section of the grant token. |
| `ChannelGroups`Type: [TArray<FChannelGroupGrant>](#fchannelgroupgrant) | A list of exact channel group names and their associated permissions. Applied to the `resources.groups` section of the grant token. |
| `Users`Type: [TArray<FUserGrant>](#fusergrant) | A list of exact user IDs and their associated permissions. Applied to the `resources.uuids` section of the grant token. |
| `ChannelPatterns`Type: [TArray<FChannelGrant>](#fchannelgrant) | A list of channel name patterns (regular expressions) and their associated permissions. Applied to the `patterns.channels` section of the grant token. |
| `ChannelGroupPatterns`Type: [TArray<FChannelGroupGrant>](#fchannelgroupgrant) | A list of channel group name patterns (regular expressions) and their associated permissions. Applied to the `patterns.groups` section of the grant token. |
| `UserPatterns`Type: [TArray<FUserGrant>](#fusergrant) | A list of user ID patterns (regular expressions) and their associated permissions. Applied to the `patterns.uuids` section of the grant token. |

#### FChannelGrant

| Field | Type | Description |
| --- | --- | --- |
| `Channel` | `FString` | The ID of a single Channel if used in the "Channels" field of `[FPubnubGrantTokenPermissions](#fpubnubgranttokenpermissions)` or a regular expression pattern if used in the "ChannelPatterns" field. |
| `Permissions` | [FPubnubChannelPermissions](#fpubnubchannelpermissions) | Permissions to grant for the specified Channel name or pattern. |

#### FChannelGroupGrant

| Field | Type | Description |
| --- | --- | --- |
| `ChannelGroup` | `FString` | The name of a single Channel Group if used in the "ChannelGroups" field of `[FPubnubGrantTokenPermissions](#fpubnubgranttokenpermissions)` or a regular expression pattern if used in the "ChannelGroupPatterns" field. |
| `Permissions` | [FPubnubChannelGroupPermissions](#fpubnubchannelgrouppermissions) | Permissions to grant for the specified Channel Group name or pattern. |

#### FUserGrant

| Field | Type | Description |
| --- | --- | --- |
| `User` | `FString` | The ID of a single User if used in the "Users" field of `[FPubnubGrantTokenPermissions](#fpubnubgranttokenpermissions)` or a regular expression pattern if used in the "UserPatterns" field. |
| `Permissions` | [FPubnubUserPermissions](#fpubnubuserpermissions) | Permissions to grant for the specified User ID or pattern. |

#### FPubnubChannelPermissions

| Field | Type | Description |
| --- | --- | --- |
| `Read` | `bool` | Read permission. Applies to Subscribe, History, and Presence. |
| `Write` | `bool` | Write permission. Applies to Publish. |
| `Delete` | `bool` | Delete permission. Applies to History and App Context. |
| `Get` | `bool` | Get permission. Applies to App Context. |
| `Update` | `bool` | Update permission. Applies to App Context. |
| `Manage` | `bool` | Manage permission. Applies to Channel Groups and App Context. |
| `Join` | `bool` | Join permission. Applies to App Context. |

#### FPubnubChannelGroupPermissions

| Field | Type | Description |
| --- | --- | --- |
| `Read` | `bool` | Read permission. Applies to presence and history access for the group. |
| `Manage` | `bool` | Manage permission. Applies to modifying members of the group. |

#### FPubnubUserPermissions

| Field | Type | Description |
| --- | --- | --- |
| `Delete` | `bool` | Delete permission. Allows deletion of user metadata. |
| `Get` | `bool` | Get permission. Allows retrieval of user metadata. |
| `Update` | `bool` | Update permission. Allows updating of user metadata. |

For a successful grant request, you must specify permissions for at least one User, channel, or group, either as a resource list or as a pattern (RegEx). You can specify the permissions in the following ways:

* apply the same permission to multiple objects 1// permission1 as applied to all channels2Channels = {channel1, channel2, channel3}3Permisions = {permission1}
* apply different permissions to multiple objects 1// the indexes in the Channels array correspond to the indexes in the Permissions array2// so channel1 gets permission1, channel2 permission2, etc3Channels = {channel1, channel2, channel3}4Permisions = {permission1, permission2, permission3}

If you provide more than one permission to multiple objects, an error will be thrown.

```cpp
// this throws an error as the permissions don't match the objects
Channels = {channe1, channel2, channel3}
Permisions = {permission1, permission2}
```

### Sample code

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

###### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.loxab2ag
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void GrantTokenSample();

UFUNCTION()
void OnGrantTokenResponse_Simple(FPubnubOperationResult Result, FString Token);
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::GrantTokenSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to grant token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Create the permissions structure
	FPubnubGrantTokenPermissions Permissions;

	//Add Read and Write permissions to "global_chat" channel
	FChannelGrant ChannelGrant;
	ChannelGrant.Channel = "global_chat";
	ChannelGrant.Permissions.Read = true;
	ChannelGrant.Permissions.Write = true;
	Permissions.Channels.Add(ChannelGrant);

	// Bind response delegate
	// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
	FOnPubnubGrantTokenResponse OnGrantTokenResponse;
	OnGrantTokenResponse.BindDynamic(this, &ASample_AccessManager::OnGrantTokenResponse_Simple);
	
	// Request the token from the server
	int TTLMinutes = 60;
	FString AuthorizedUser = TEXT("my-authorized-user-id");
	PubnubClient->GrantTokenAsync(TTLMinutes, AuthorizedUser, Permissions, OnGrantTokenResponse);
}

// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::OnGrantTokenResponse_Simple(FPubnubOperationResult Result, FString Token)
{
	if(Result.Error)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to Grant Token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Grant Token Success. The Token: %s"), *Token);
	}
}
```

###### Blueprint

### Returns

This method is void. The delegate returns the following struct:

#### FOnPubnubGrantTokenResponse

Delegate type: `DECLARE_DYNAMIC_DELEGATE_TwoParams`

| Parameter | Description |
| --- | --- |
| `Result`Type: [FPubnubOperationResult](https://www.pubnub.com/docs/sdks/unreal/api-reference/configuration#operation-result) | The result of the operation. |
| `Token`Type: `FString` | The token that was granted. |

#### FOnPubnubGrantTokenResponseNative

Native callback variant that accepts a lambda.

| Parameter | Description |
| --- | --- |
| `Result`Type: [const FPubnubOperationResult&](https://www.pubnub.com/docs/sdks/unreal/api-reference/configuration#operation-result) | The result of the operation. |
| `Token`Type: `FString` | The token that was granted. |

### Other examples

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

#### Grant an authorized client different levels of access to various resources in a single call

The code below grants `my-authorized-user`:

* Read access to `channel-a`, `channel-group-b`, and get to `user-c`.
* Read/write access to `channel-b`, `channel-c`, `channel-d`, and get/update to `user-d`.

##### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.wd_k_rfh
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void GrantTokenVariousResourcesSample();

UFUNCTION()
void OnGrantTokenResponse_VariousResources(FPubnubOperationResult Result, FString Token);
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::GrantTokenVariousResourcesSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to grant token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Create the permissions structure
	FPubnubGrantTokenPermissions Permissions;

	//Add Read permission to channel "channel-a"
	FChannelGrant ChannelAGrant;
	ChannelAGrant.Channel = "channel-a";
	ChannelAGrant.Permissions.Read = true;
	Permissions.Channels.Add(ChannelAGrant);

	//Add Read permission to group "channel-group-b"
	FChannelGroupGrant ChannelGroupBGrant;
	ChannelGroupBGrant.ChannelGroup = "channel-group-b";
	ChannelGroupBGrant.Permissions.Read = true;
	Permissions.ChannelGroups.Add(ChannelGroupBGrant);

	//Add Get permission to user "user-c"
	FUserGrant UserCGrant;
	UserCGrant.User = "user-c";
	UserCGrant.Permissions.Get = true;
	Permissions.Users.Add(UserCGrant);

	//Add Read and Write permissions to 3 additional channels
	TArray<FString> ChannelsWithReadWrite = { "channel-b", "channel-c", "channel-d" };
	for (const FString& Channel : ChannelsWithReadWrite)
	{
		FChannelGrant ChannelGrant;
		ChannelGrant.Channel = Channel;
		ChannelGrant.Permissions.Read = true;
		ChannelGrant.Permissions.Write = true;
		Permissions.Channels.Add(ChannelGrant);
	}

	//Add Get and Update permission to user "user-d"
	FUserGrant UserDGrant;
	UserDGrant.User = "user-d";
	UserDGrant.Permissions.Get = true;
	UserDGrant.Permissions.Update = true;
	Permissions.Users.Add(UserDGrant);

	// Bind response delegate
	// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
	FOnPubnubGrantTokenResponse OnGrantTokenResponse;
	OnGrantTokenResponse.BindDynamic(this, &ASample_AccessManager::OnGrantTokenResponse_VariousResources);
	
	// Request the token from the server
	int TTLMinutes = 1440;
	FString AuthorizedUser = TEXT("my-authorized-user-id");
	PubnubClient->GrantTokenAsync(TTLMinutes, AuthorizedUser, Permissions, OnGrantTokenResponse);
}

// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::OnGrantTokenResponse_VariousResources(FPubnubOperationResult Result, FString Token)
{
	if(Result.Error)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to Grant Token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Grant Token Success. The Token: %s"), *Token);
	}
}
```

##### Blueprint

#### Grant an authorized client read access to multiple channels using RegEx

The code below grants `my-authorized-user` read access to all channels that match the `channel-[A-Za-z0-9]` RegEx pattern.

##### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.n98qjkbo
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void GrantTokenRegexSample();

UFUNCTION()
void OnGrantTokenResponse_Regex(FPubnubOperationResult Result, FString Token);
	
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::GrantTokenRegexSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to grant token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Create the permissions structure
	FPubnubGrantTokenPermissions Permissions;
	
	//Add Read permission to the whole channels pattern
	FChannelGrant ChannelPatternGrant;
	ChannelPatternGrant.Channel = "channel-[A-Za-z0-9]";
	ChannelPatternGrant.Permissions.Read = true;
	Permissions.ChannelPatterns.Add(ChannelPatternGrant);

	// Bind response delegate
	// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
	FOnPubnubGrantTokenResponse OnGrantTokenResponse;
	OnGrantTokenResponse.BindDynamic(this, &ASample_AccessManager::OnGrantTokenResponse_Regex);
	
	// Request the token from the server
	int TTLMinutes = 1440;
	FString AuthorizedUser = TEXT("my-authorized-user-id");
	PubnubClient->GrantTokenAsync(TTLMinutes, AuthorizedUser, Permissions, OnGrantTokenResponse);
}

// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::OnGrantTokenResponse_Regex(FPubnubOperationResult Result, FString Token)
{
	if(Result.Error)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to Grant Token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Grant Token Success. The Token: %s"), *Token);
	}
}
```

##### Blueprint

#### Grant an authorized client different levels of access to various resources and read access to channels using RegEx in a single call

The code below grants the `my-authorized-user`:

* Read access to `channel-a`, `channel-group-b`, and get to `user-c`.
* Read/write access to `channel-b`, `channel-c`, `channel-d`, and get/update to `user-d`.
* Read access to all channels that match the `channel-[A-Za-z0-9]` RegEx pattern.

##### C++

##### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.ii4i6u3z
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void GrantTokenComplexSample();

UFUNCTION()
void OnGrantTokenResponse_Complex(FPubnubOperationResult Result, FString Token);
	
```

##### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::GrantTokenComplexSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to grant token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Create the permissions structure
	FPubnubGrantTokenPermissions Permissions;

	//Add Read permission to channel "channel-a"
	FChannelGrant ChannelAGrant;
	ChannelAGrant.Channel = "channel-a";
	ChannelAGrant.Permissions.Read = true;
	Permissions.Channels.Add(ChannelAGrant);

	//Add Read permission to group "channel-group-b"
	FChannelGroupGrant ChannelGroupBGrant;
	ChannelGroupBGrant.ChannelGroup = "channel-group-b";
	ChannelGroupBGrant.Permissions.Read = true;
	Permissions.ChannelGroups.Add(ChannelGroupBGrant);

	//Add Get permission to user "user-c"
	FUserGrant UserCGrant;
	UserCGrant.User = "user-c";
	UserCGrant.Permissions.Get = true;
	Permissions.Users.Add(UserCGrant);

	//Add Read and Write permissions to 3 additional channels
	TArray<FString> ChannelsWithReadWrite = { "channel-b", "channel-c", "channel-d" };
	for (const FString& Channel : ChannelsWithReadWrite)
	{
		FChannelGrant ChannelGrant;
		ChannelGrant.Channel = Channel;
		ChannelGrant.Permissions.Read = true;
		ChannelGrant.Permissions.Write = true;
		Permissions.Channels.Add(ChannelGrant);
	}

	//Add Get and Update permission to user "user-d"
	FUserGrant UserDGrant;
	UserDGrant.User = "user-d";
	UserDGrant.Permissions.Get = true;
	UserDGrant.Permissions.Update = true;
	Permissions.Users.Add(UserDGrant);

	//Add Read permission to the whole channels pattern
	FChannelGrant ChannelPatternGrant;
	ChannelPatternGrant.Channel = "channel-[A-Za-z0-9]";
	ChannelPatternGrant.Permissions.Read = true;
	Permissions.ChannelPatterns.Add(ChannelPatternGrant);

	// Bind response delegate
	// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
	FOnPubnubGrantTokenResponse OnGrantTokenResponse;
	OnGrantTokenResponse.BindDynamic(this, &ASample_AccessManager::OnGrantTokenResponse_Complex);
	
	// Request the token from the server
	int TTLMinutes = 1440;
	FString AuthorizedUser = TEXT("my-authorized-user-id");
	PubnubClient->GrantTokenAsync(TTLMinutes, AuthorizedUser, Permissions, OnGrantTokenResponse);
}

// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::OnGrantTokenResponse_Complex(FPubnubOperationResult Result, FString Token)
{
	if(Result.Error)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to Grant Token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Grant Token Success. The Token: %s"), *Token);
	}
}
```

##### Blueprint

### Error responses

If you submit an invalid request, the server returns HTTP 400 with a message that identifies the missing or incorrect argument. Causes can include a RegEx issue, an [invalid timestamp](https://support.pubnub.com/hc/en-us/articles/360051973331-Why-do-I-get-Invalid-Timestamp-when-I-try-to-grant-permission-using-Access-Manager-), or incorrect permissions.

## Revoke token

:::note Requires Access Manager add-on
This method requires that the *Access Manager* add-on is enabled for your key in the [Admin Portal](https://admin.pubnub.com/). Read the [support page](https://support.pubnub.com/hc/en-us/articles/360051974791-How-do-I-enable-add-on-features-for-my-keys-) on enabling add-on features on your keys.
:::

:::note Enable token revoke
To revoke tokens, you must first enable this feature on the [Admin Portal](https://admin.pubnub.com/). To do that, navigate to your app's keyset and mark the *Revoke v3 Token* checkbox in the *ACCESS MANAGER* section.
:::

The `RevokeToken()` method allows you to disable an existing token and revoke all permissions embedded within. You can only revoke a valid token previously obtained using the `GrantToken()` method.

Use this method for tokens with `TTL` less than or equal to 30 days. If you need to revoke a token with a longer `TTL`, [contact support](https://www.pubnub.com/docs/mailto:support@pubnub.com).

For more information, refer to [Revoke permissions](https://www.pubnub.com/docs/general/security/access-control#revoke-permissions).

### Method(s)

```cpp
PubnubClient->RevokeTokenAsync(
  FString Token,
  FOnPubnubRevokeTokenResponse OnRevokeTokenResponse
);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString`Default: n/a | Existing token with embedded permissions. |
| `OnRevokeTokenResponse` *Type: [FOnPubnubRevokeTokenResponse](#fonpubnubrevoketokenresponse)Default: n/a | The delegate for the operation's result. You can also use a native callback of the type [FOnPubnubRevokeTokenResponseNative](#fonpubnubrevoketokenresponsenative) to handle the result using a lambda. |

### Sample code

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

###### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.pkctxqyv
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void RevokeTokenSample();
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::RevokeTokenSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to revoke token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();
	
	// Revoke the token
	// ACTION REQUIRED: This is an old token, so revoking it will return an error. Replace with a valid token returned from GrantToken method, to get success response
	FString TokenToRevoke = TEXT("p0F2AkF0GmheUpNDdHRsGDxDcmVzpURjaGFuoWtnbG9iYWxfY2hhdANDZ3JwoENzcGOgQ3VzcqBEdXVpZKBDcGF0pURjaGFuoENncnCgQ3NwY6BDdXNyoER1dWlkoERtZXRhoENzaWdYILa9OLrP_dhe31sW_seO2r9KhD6mp9Yi9vZxcX9QY04R");
	PubnubClient->RevokeTokenAsync(TokenToRevoke);
}
```

###### Blueprint

### Returns

This method is void. The delegate returns the following struct:

#### FOnPubnubRevokeTokenResponse

Delegate type: `DECLARE_DYNAMIC_DELEGATE_OneParam`

| Parameter | Description |
| --- | --- |
| `Result`Type: [FPubnubOperationResult](https://www.pubnub.com/docs/sdks/unreal/api-reference/configuration#operation-result) | The result of the operation. |

#### FOnPubnubRevokeTokenResponseNative

Native callback variant that accepts a lambda.

| Parameter | Description |
| --- | --- |
| `Result`Type: [const FPubnubOperationResult&](https://www.pubnub.com/docs/sdks/unreal/api-reference/configuration#operation-result) | The result of the operation. |

### Other Examples

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

#### Revoke a token with lambda

You can use a lambda function to handle the response:

##### Actor.h

```cpp
#include "PubnubClient.h"

UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void RevokeTokenWithResultLambdaSample();
```

##### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::RevokeTokenWithResultLambdaSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to revoke token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Bind lambda to response delegate
	FOnPubnubRevokeTokenResponseNative OnRevokeTokenResponse;
	OnRevokeTokenResponse.BindLambda([](const FPubnubOperationResult& Result)
	{
		if(Result.Error)
		{
			UE_LOG(LogTemp, Error, TEXT("Failed to revoke token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
		}
		else
		{
			UE_LOG(LogTemp, Log, TEXT("Successfully revoked token."));
		}
	});
	
	// Revoke the token
	// ACTION REQUIRED: This is an old token, so revoking it will return an error. Replace with a valid token returned from GrantToken method, to get success response
	FString TokenToRevoke = TEXT("p0F2AkF0GmheUpNDdHRsGDxDcmVzpURjaGFuoWtnbG9iYWxfY2hhdANDZ3JwoENzcGOgQ3VzcqBEdXVpZKBDcGF0pURjaGFuoENncnCgQ3NwY6BDdXNyoER1dWlkoERtZXRhoENzaWdYILa9OLrP_dhe31sW_seO2r9KhD6mp9Yi9vZxcX9QY04R");
	PubnubClient->RevokeTokenAsync(TokenToRevoke, OnRevokeTokenResponse);
}
```

#### Revoke a token with result struct

You can use the result struct to handle the response:

##### C++

##### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.430fo6h-
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void RevokeTokenWithResultSample();

UFUNCTION()
void OnRevokeTokenResponse(FPubnubOperationResult Result);
```

##### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::RevokeTokenWithResultSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set secret key to be able to revoke token
	//Make sure proper SecretKey is set in PubnubSDK PluginSettings
	//This is not required if "SetSecretKeyAutomatically" is set to true in PubnubSDK PluginSettings
	PubnubClient->SetSecretKey();

	// Bind response delegate
	// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
	FOnPubnubRevokeTokenResponse OnRevokeTokenResponse;
	OnRevokeTokenResponse.BindDynamic(this, &ASample_AccessManager::OnRevokeTokenResponse);
	
	// Revoke the token
	// ACTION REQUIRED: This is an old token, so revoking it will return an error. Replace with a valid token returned from GrantToken method, to get success response
	FString TokenToRevoke = TEXT("p0F2AkF0GmheUpNDdHRsGDxDcmVzpURjaGFuoWtnbG9iYWxfY2hhdANDZ3JwoENzcGOgQ3VzcqBEdXVpZKBDcGF0pURjaGFuoENncnCgQ3NwY6BDdXNyoER1dWlkoERtZXRhoENzaWdYILa9OLrP_dhe31sW_seO2r9KhD6mp9Yi9vZxcX9QY04R");
	PubnubClient->RevokeTokenAsync(TokenToRevoke, OnRevokeTokenResponse);
}

// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::OnRevokeTokenResponse(FPubnubOperationResult Result)
{
	if(Result.Error)
	{
		UE_LOG(LogTemp, Error, TEXT("Failed to revoke token. Status: %d, Reason: %s"), Result.Status, *Result.ErrorMessage);
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Successfully revoked token."));
	}
}
```

##### Blueprint

### Error responses

If you submit an invalid request, the server returns an error status code with a descriptive message informing which of the provided arguments is missing or incorrect. Depending on the root cause, this operation may return the following errors:

* `400 Bad Request`
* `403 Forbidden`
* `503 Service Unavailable`

## Parse token

The `ParseToken()` method decodes an existing token and returns the object containing permissions embedded in that token. The client can use this method for debugging to check the permissions to the resources or find out the token's `TTL` details.

### Method(s)

```cpp
PubnubClient->ParseToken(FString Token);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString` | Existing token with embedded permissions. |

### Sample code

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

###### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.3y5pxgqf
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void ParseTokenSample();
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::ParseTokenSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Parse the token
	FString TokenToParse = TEXT("p0F2AkF0GmheUpNDdHRsGDxDcmVzpURjaGFuoWtnbG9iYWxfY2hhdANDZ3JwoENzcGOgQ3VzcqBEdXVpZKBDcGF0pURjaGFuoENncnCgQ3NwY6BDdXNyoER1dWlkoERtZXRhoENzaWdYILa9OLrP_dhe31sW_seO2r9KhD6mp9Yi9vZxcX9QY04R");
	FString ParsedToken = PubnubClient->ParseToken(TokenToParse);

	//If parsed token is empty it means that something went wrong. Check Output Log for more details.
	if(ParsedToken.IsEmpty())
	{
		UE_LOG(LogTemp, Log, TEXT("Parsing Token failed."));
	}
	else
	{
		UE_LOG(LogTemp, Log, TEXT("Parsed Token: %s."), *ParsedToken);
	}
}
```

###### Blueprint

### Returns

```json
{
  "Version": 2,
  "Timestamp": 1752200000,
  "TTL": 30,
  "Resources": {
    "Channels": {
      "my_first_channel": {
        "Read": true,
        "Write": false,
        "Manage": true,
        "Delete": true,
        "Get": false,
        "Update": true,
        "Join": true
      }
    },
    "Uuids": {
      "my_first_user": {
        "Delete": true,
        "Get": false,
        "Update": true
      }
    }
  },
  "Patterns": {
    "ChannelGroups": {
      ".*": {
        "Read": true,
        "Manage": false
      }
    }
  }
}
```

### Error responses

If you receive an error while parsing the token, it may suggest that the token is damaged. In that case, request the server to issue a new one.

## Set token

The `SetAuthToken()` method is used by the client devices to update the authentication token granted by the server.

### Method(s)

```cpp
PubnubClient->SetAuthToken(FString Token);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString`Default: n/a | Existing token with embedded permissions. |

### Sample code

:::tip Reference code
Set up your Unreal project and follow the instructions in the lines marked with
ACTION REQUIRED
before running the code.
:::

###### C++

#### Actor.h

```cpp
#include "PubnubClient.h"

// blueprint.4gkh9q7x
UFUNCTION(BlueprintCallable, Category = "Pubnub|Samples|Access Manager")
void SetAuthTokenSample();
	
```

#### Actor.cpp

```cpp
// ACTION REQUIRED: Replace ASample_AccessManager with name of your Actor class
void ASample_AccessManager::SetAuthTokenSample()
{
	// snippet.hide
	UPubnubClient* PubnubClient = GetPubnubClient();
	// snippet.show
	
	//Assumes PubnubClient is created and UserID is set

	//Set Auth Token
	FString Token = TEXT("p0F2AkF0GmheUpNDdHRsGDxDcmVzpURjaGFuoWtnbG9iYWxfY2hhdANDZ3JwoENzcGOgQ3VzcqBEdXVpZKBDcGF0pURjaGFuoENncnCgQ3NwY6BDdXNyoER1dWlkoERtZXRhoENzaWdYILa9OLrP_dhe31sW_seO2r9KhD6mp9Yi9vZxcX9QY04R");
	PubnubClient->SetAuthToken(Token);
}
```

###### Blueprint

### Returns

This method doesn't return any response value.

## Deprecated methods

### Grant token (deprecated)

:::warning Deprecated
Use [PubnubClient->GrantToken()](#grant-token) (synchronous) or [PubnubClient->GrantTokenAsync()](#grant-token) (asynchronous) instead.
:::

#### Method(s) (deprecated)

```cpp
PubnubSubsystem->GrantToken(
  int Ttl, 
  FString AuthorizedUser, 
  const FPubnubGrantTokenPermissions& Permissions, 
  FOnGrantTokenResponse OnGrantTokenResponse, 
  FString Meta = ""
);
```

| Parameter | Description |
| --- | --- |
| `Ttl` *Type: `int` | Time-To-Live (TTL) in minutes for the granted token. |
| `AuthorizedUser` *Type: `FString` | The User ID that is authorized by this grant. |
| `Permissions` *Type: `const FPubnubGrantTokenPermissions&` | Permissions applied to the listed resources. |
| `OnGrantTokenResponse` *Type: `FOnGrantTokenResponse` | The delegate for the operation's result. |
| `Meta`Type: `FString` | Additional metadata to be included in the token. |

#### Returns (deprecated)

This function is void, but the delegate returns the `FOnGrantTokenResponse` struct.

| Field | Type | Description |
| --- | --- | --- |
| `Result` | `FPubnubOperationResult` | The result of the operation. |
| `Token` | `FString` | The token that was granted. |

### Revoke token (deprecated)

:::warning Deprecated
Use [PubnubClient->RevokeToken()](#revoke-token) (synchronous) or [PubnubClient->RevokeTokenAsync()](#revoke-token) (asynchronous) instead.
:::

#### Method(s) (deprecated)

```cpp
PubnubSubsystem->RevokeToken(
  FString Token, 
  FOnRevokeTokenResponse OnRevokeTokenResponse
);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString`Default: n/a | Existing token with embedded permissions. |
| `OnRevokeTokenResponse` *Type: `FOnRevokeTokenResponse`Default: n/a | The delegate for the operation's result. |

#### Returns (deprecated)

This function is void, but the delegate returns the `FOnRevokeTokenResponse` struct.

| Field | Type | Description |
| --- | --- | --- |
| `Result` | `FPubnubOperationResult` | The result of the operation. |

### Parse token (deprecated)

:::warning Deprecated
Use [PubnubClient->ParseToken()](#parse-token) instead.
:::

#### Method(s) (deprecated)

```cpp
PubnubSubsystem->ParseToken(FString Token);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString` | Existing token with embedded permissions. |

#### Returns (deprecated)

Returns an `FString` containing the JSON-encoded token contents.

### Set token (deprecated)

:::warning Deprecated
Use [PubnubClient->SetAuthToken()](#set-token) instead.
:::

#### Method(s) (deprecated)

```cpp
PubnubSubsystem->SetAuthToken(FString Token);
```

| Parameter | Description |
| --- | --- |
| `Token` *Type: `FString`Default: n/a | Existing token with embedded permissions. |

#### Returns (deprecated)

This method doesn't return any response value.

## Terms in this document

* **Access Manager** - A cryptographic, token-based permission administrator that allows you to regulate clients' access to PubNub resources, such as channels, channel groups, and user IDs.
* **Action** - The type of activity (procedure) to execute when a condition is satisfied (for example, sending a message).
* **Billing alert notification** - A means of informing a user that a billing alert has been triggered. Before notifications can happen, a billing alert must be triggered first.
* **Business Object** - A container for data fields and metrics that defines aggregations and data sources.
* **Channel** - A pathway for sending and receiving messages between devices, created automatically when you first use it, that can handle any number of users and messages for different communication needs, like 1-1 text chats, group conversations, and other data streaming.
* **Channel pattern** - A way to group and analyze channel data to track performance metrics like message counts and user engagement over time with PubNub Insights.
* **Condition** - A requirement that must be satisfied or evaluated to true for an action to be executed. Input in a decision table.
* **Cryptor** - An implementation of a specific cryptographic algorithm used for data encryption/decryption that adheres to a standard interface.
* **Dashboard** - A collection of widgets (charts) that give an overview of the metrics one is evaluating.
* **Data fields** - Data you want Illuminate to track. These can be quantitative (measures), like "Number" or "Timestamp" or qualitative (dimensions) values, like "String" that can be used to categorize and segment data. Data fields can be aggregated and calculated.
* **Decision** - A collection (or decision table) of conditions and actions. When conditions are satisfied, the corresponding actions are triggered as per defined rules.
* **End Customer** - A customer of a PubNub partner. End customers do not have direct access to the Admin Portal. Instead, they interact with PubNub products—such as Illuminate—through the partner’s portal, where PubNub services are embedded. They can create PubNub objects only within this partner-provided environment.
* **Entity** - A subscribable object within a PubNub SDK that allows you to perform context-specific operations.
* **Listener** - A function or objectthat reacts to events or messages, like new chat messages or connection updates, letting your app respond in real-time.
* **Mapped/Unmapped** - Whether the data source for a data field has been defined or the action has been configured.
* **MCP Server** - A Model Context Protocol server that coordinates communication and synchronization between AI agents, clients, or services, such as Cursor IDE and Windsurf.
* **Message** - A unit of data transmitted between clients or between a client and a server in PubNub, containing information such as text, binary data, or structured data formats like JSON. Messages are sent over channels and can be tracked for delivery and read status.
* **Metric** - What exactly is evaluated using measures and dimensions (collectively called data fields), as well as aggregation functions.
* **Module** - A Functions v1 container that groups related functions for configuration and deployment on an app’s keysets.
* **Origin** - The subdomain used to establish a connection to the PubNub network that allows your application's traffic to appear like it's coming from your own domain.
* **Package** - A Functions v2 container that groups Functions, tracks Revisions, and is deployed to keysets.
* **Partner** - A PubNub customer who resells PubNub products, such as Illuminate, to their own customers. Partners have access to the Admin Portal, enabling them to create and manage PubNub objects for themselves or on behalf of their end customers.
* **Publish Key** - A unique identifier that allows your application to send messages to PubNub channels. It's part of your app's credentials and should be kept secure.
* **PubNub** - PubNub is a real-time messaging platform that provides APIs and SDKs for building scalable applications. It handles the complex infrastructure of real-time communication, including: Message delivery and persistence, Presence detection, Access control, Push notifications, File sharing, Serverless processing with Functions and Events & Actions, Analytics and monitoring with BizOps Workspace, AI-powered insights with Illuminate.
* **Push token** - A device identifier issued by a push provider (APNs or FCM) used to register a device for receiving mobile push notifications.
* **Rule** - A definition (row in a decision table) stating which action should be triggered for which condition.
* **Service Integration** - A machine identity that represents a program or service consuming the Admin API, scoped to your account and authenticated using expirable API keys with configurable permissions.
* **Signal** - A non-persistent message limited to 64 bytes designed for high-volume usecases where the the most recent data is relevant, like GPS location updates.
* **Subscribe Key** - A unique identifier that allows your application to receive messages from PubNub channels. It's part of your app's credentials and should be kept secure.
* **Timetoken** - A unique identifier for each message that represents the number of 100-nanosecond intervals since January 1, 1970, for example, 16200000000000000.
* **Trigger details** - A set of predefined criteria for a given billing alert. When met, billing alert notifications are generated.
* **User** - An individual or entity that interacts with a system, application, or service. In PubNub, a user typically refers to someone who sends or receives messages through the platform, identified by a unique user ID or username.
* **User ID** - UTF-8 encoded, unique string of up to 92 characters used to identify a single client (end user, device, or server) that connects to PubNub.
* **Vibe Coding** - A way to build applications in an intuitive, relaxed, and improvisational manner, using AI tools and natural language descriptions.