Publish/Subscribe API for Unreal SDK
PubNub delivers messages worldwide in less than 30 ms. Send a message to one recipient or broadcast to thousands of subscribers.
For higher-level conceptual details on publishing and subscribing, refer to Connection Management and to Publish Messages.
Publish - Channel entity
PublishMessage()
sends a message to all channel subscribers. PubNub replicates the message across its points of presence and delivers it to all subscribed clients on that channel.
- Prerequisites and limitations
- Security
- Message data
- Size
- Publish rate
- Custom message type
- Best practices
- You must initialize PubNub with the
publishKey
. - You must create a Channel entity where you will publish to.
- You don't have to be subscribed to a channel to publish to it.
- You cannot publish to multiple channels simultaneously.
Secure messages with Transport Layer Security (TLS) or Secure Sockets Layer (SSL) during initialization. You can also encrypt messages.
The message can contain any JavaScript Object Notation (JSON)-serializable data (objects, arrays, integers, strings). Avoid special classes or functions. Strings can include any UTF‑8 characters.
Don't JSON serialize
You should not JSON serialize the message
and meta
parameters when sending signals, messages, or files as the serialization is automatic. Pass the full object as the message/meta payload and let PubNub handle everything.
The maximum message size is 32 KiB. This includes the escaped character count and the channel name. Aim for under 1,800 bytes for optimal performance.
If your message exceeds the limit, you'll receive a Message Too Large
error. To learn more or calculate payload size, see Message size limits.
You can publish as fast as bandwidth allows. There is a soft throughput limit because messages may drop if subscribers can't keep up.
For example, publishing 200 messages at once may cause the first 100 to drop if a subscriber hasn't received any yet. The in-memory queue stores only 100 messages.
You can optionally provide the CustomMessageType
parameter to add your business-specific label or category to the message, for example text
, action
, or poll
.
- Publish to a channel serially (not concurrently).
- Verify a success return code (for example,
[1,"Sent","136074940..."]
). - Publish the next message only after a success return code.
- On failure (
[0,"blah","<timetoken>"]
), retry. - Keep the in-memory queue under 100 messages to avoid drops.
- Throttle bursts to meet latency needs (for example, no more than 5 messages per second).
Method(s)
To publish to a channel, you must first create a Channel
entity where you provide the name of the channel you want to publish to.
UPubnubChannelEntity* ChannelEntity = PubnubSubsystem->CreateChannelEntity("my-channel");
ChannelEntity->PublishMessage(
FString Message,
FOnPublishMessageResponse OnPublishMessageResponse,
FPubnubPublishSettings PublishSettings = FPubnubPublishSettings()
);
Parameter | Description |
---|---|
Message *Type: FString | The message to publish. Can be a literal string or JSON-formatted string containing serialized data. |
OnPublishMessageResponse | The delegate for the operation's result. You can also use a native callback of the type FOnPublishMessageResponseNative to handle the result using a lambda. |
PublishSettings Type: FPubnubPublishSettings | Struct defining publish configuration. |
FPubnubPublishSettings
Parameter | Description |
---|---|
StoreInHistory Type: bool | Whether to store the message so it is available to be returned by the History API. true by default. |
Ttl Type: int | Time-to-live (TTL) for the message in hours. If not specified, the message will use the default retention period configured for the key. |
MetaData Type: FString | A JSON object containing additional (meta) data about the message which you can use with the filtering ability. |
PublishMethod Type: EPubnubPublishMethod | Which HTTP method to use for the publish transaction. Available values:
|
Replicate Type: bool | If true, the message is replicated and is received by all subscribers. If false, the message is not replicated and is delivered only to Functions event handlers. |
CustomMessageType Type: FString | A case-sensitive, alphanumeric string from 3 to 50 characters describing the business-specific label or category of the message. Dashes - and underscores _ are allowed. The value cannot start with special characters or the string pn_ or pn- . Examples: text , action , poll . |
Sample code
Reference code
ACTION REQUIRED
before running the code.Publish a message to a channel
Subscribe to the channel
Before running the above publish example (either using the Debug Console or in a separate script running in a new terminal window), subscribe to the same channel that you publish the message to.
Returns
This function is void, but the delegate returns the FOnPublishMessageResponse
struct.
FOnPublishMessageResponse
Field | Type | Description |
---|---|---|
Result | FPubnubOperationResult | The result of the operation. |
PublishedMessage | FPubnubMessageData | A struct containing the result of the operation. |
FPubnubMessageData
Field | Type | Description |
---|---|---|
Message | FString | The message itself. |
Channel | FString | Channel that the message was published to. |
UserID | FString | The message information about the publisher. |
Timetoken | FString | The time token of the message, indicating when it was published. |
Metadata | FString | The message metadata, as published. |
MessageType | EPubnubMessageType | Indicates the message type: a signal, published, or another type. |
CustomMessageType | FString | User-provided message type. |
MatchOrGroup | FString | Subscription match or the channel group. |
region | int | Region of the message. Not relevant in most cases. |
flags | int | Message flags. |
EPubnubMessageType
Field | Description |
---|---|
PMT_Signal | Indicates that the message was received as a signal. |
PMT_Published | Indicates that the message was published. |
PMT_Action | Indicates an action on a published message. |
PMT_Objects | Message about Objects. |
PMT_Files | Message about Files. |
FOnPublishMessageResponseNative
Field | Type | Description |
---|---|---|
Result | const FPubnubOperationResult& | The result of the operation. |
PublishedMessage | const FPubnubMessageData& | A struct containing the result of the operation. |
Other examples
Reference code
ACTION REQUIRED
before running the code.Publish a message with settings
Actor.h
Actor.cpp
Publish a message with result
Actor.h
Actor.cpp
Publish - PubNub client
PublishMessage()
sends a message to all channel subscribers. PubNub replicates the message across its points of presence and delivers it to all subscribed clients on that channel.
- Prerequisites and limitations
- Security
- Message data
- Size
- Publish rate
- Custom message type
- Best practices
- You must initialize PubNub with the
publishKey
. - You don't have to be subscribed to a channel to publish to it.
- You cannot publish to multiple channels simultaneously.
Secure messages with Transport Layer Security (TLS) or Secure Sockets Layer (SSL) during initialization. You can also encrypt messages.
The message can contain any JavaScript Object Notation (JSON)-serializable data (objects, arrays, integers, strings). Avoid special classes or functions. Strings can include any UTF‑8 characters.
Don't JSON serialize
You should not JSON serialize the message
and meta
parameters when sending signals, messages, or files as the serialization is automatic. Pass the full object as the message/meta payload and let PubNub handle everything.
The maximum message size is 32 KiB. This includes the escaped character count and the channel name. Aim for under 1,800 bytes for optimal performance.
If your message exceeds the limit, you'll receive a Message Too Large
error. To learn more or calculate payload size, see Message size limits.
You can publish as fast as bandwidth allows. There is a soft throughput limit because messages may drop if subscribers can't keep up.
For example, publishing 200 messages at once may cause the first 100 to drop if a subscriber hasn't received any yet. The in-memory queue stores only 100 messages.
You can optionally provide the CustomMessageType
parameter to add your business-specific label or category to the message, for example text
, action
, or poll
.
- Publish to a channel serially (not concurrently).
- Verify a success return code (for example,
[1,"Sent","136074940..."]
). - Publish the next message only after a success return code.
- On failure (
[0,"blah","<timetoken>"]
), retry. - Keep the in-memory queue under 100 messages to avoid drops.
- Throttle bursts to meet latency needs (for example, no more than 5 messages per second).
Method(s)
PubnubSubsystem->PublishMessage(
FString Channel,
FString Message,
FOnPublishMessageResponse OnPublishMessageResponse,
FPubnubPublishSettings PublishSettings = FPubnubPublishSettings()
);
Parameter | Description |
---|---|
Channel *Type: FString | The channel ID to send the message to. |
Message *Type: FString | The message to publish. Can be a literal string or JSON-formatted string containing serialized data. |
OnPublishMessageResponse | The delegate for the operation's result. You can also use a native callback of the type FOnPublishMessageResponseNative to handle the result using a lambda. |
PublishSettings Type: FPubnubPublishSettings | Struct defining publish configuration. |
Sample code
Reference code
ACTION REQUIRED
before running the code.Publish a message to a channel
Returns
This function is void, but the delegate returns the FOnPublishMessageResponse
struct.
Other examples
Reference code
ACTION REQUIRED
before running the code.Publish a message with settings
Actor.h
Actor.cpp
Publish a message with result
Actor.h
Actor.cpp
Signal - Channel entity
The Signal()
function sends a signal to all subscribers of a channel.
- Prerequisites and limitations
- Signal vs. Message
- You must initialize PubNub with the
publishKey
. - You must create a Channel entity where you will signal to.
- The message payload size (without the URI or headers) is limited to
64
bytes. If you require a larger payload size, contact support.
Feature | Signals | Messages |
---|---|---|
Payload size | Limited to 64 bytes (64B) | Up to 32 kilobytes (32KB) |
Cost efficiency | Cost less than standard messages | Generally more expensive than signals |
Persistence | Cannot be saved in Message Persistence (past signals cannot be accessed) | Can be saved and accessed through Message Persistence |
Push Notifications | Cannot trigger Mobile Push Notifications | Can trigger Mobile Push Notifications |
Use case suitability | Best for non-critical data streams, like geolocation updates | Suitable for critical and non-critical use cases |
Metadata support | Do not support metadata | Support metadata |
Channel separation
Signals and messages should be sent on separate channels to improve connection recovery behavior.
Method(s)
UPubnubChannelEntity* ChannelEntity = PubnubSubsystem->CreateChannelEntity("my-channel");
ChannelEntity->Signal(
FString Message,
FOnSignalResponse OnSignalResponse,
FPubnubSignalSettings SignalSettings = FPubnubSignalSettings()
);
Parameter | Description |
---|---|
Message *Type: FString | The message to publish. Can be a literal string or JSON-formatted string containing serialized data. |
OnSignalResponse Type: FOnSignalResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSignalResponseNative to handle the result using a lambda. |
SignalSettings Type: FPubnubSignalSettings | Struct defining signal configuration. |
FPubnubSignalSettings
Parameter | Description |
---|---|
CustomMessageType Type: FString | A case-sensitive, alphanumeric string from 3 to 50 characters describing the business-specific label or category of the message. Dashes - and underscores _ are allowed. The value cannot start with special characters or the string pn_ or pn- . Examples: text , action , poll . |
Sample code
Reference code
ACTION REQUIRED
before running the code.Signal a message to a channel
Returns
The delegate returns the FOnSignalResponse
struct.
FOnSignalResponse
Field | Type | Description |
---|---|---|
Result | FPubnubOperationResult | The result of the operation. |
SignalMessage | FPubnubMessageData | A struct containing the result of the operation. |
FOnSignalResponseNative
Field | Type | Description |
---|---|---|
Result | const FPubnubOperationResult& | The result of the operation. |
SignalMessage | const FPubnubMessageData& | A struct containing the result of the operation. |
Other examples
Reference code
ACTION REQUIRED
before running the code.Signal with custom message type
Actor.h
Actor.cpp
Signal - PubNub client
Not recommended
The following approach to sending signals is not recommended. We recommend using the entity-based Signal approach.
The Signal()
function sends a signal to all subscribers of a channel.
By default, signals are limited to a message payload size of 64
bytes. This limit applies only to the payload, and not to the URI or headers. If you require a larger payload size, contact support.
- Prerequisites and limitations
- Signal vs. Message
- You must initialize PubNub with the
publishKey
. - The message payload size (without the URI or headers) is limited to
64
bytes. If you require a larger payload size, contact support.
Feature | Signals | Messages |
---|---|---|
Payload size | Limited to 64 bytes (64B) | Up to 32 kilobytes (32KB) |
Cost efficiency | Cost less than standard messages | Generally more expensive than signals |
Persistence | Cannot be saved in Message Persistence (past signals cannot be accessed) | Can be saved and accessed through Message Persistence |
Push Notifications | Cannot trigger Mobile Push Notifications | Can trigger Mobile Push Notifications |
Use case suitability | Best for non-critical data streams, like geolocation updates | Suitable for critical and non-critical use cases |
Metadata support | Do not support metadata | Support metadata |
Channel separation
Signals and messages should be sent on separate channels to improve connection recovery behavior.
Method(s)
PubnubSubsystem->Signal(
FString Channel,
FString Message,
FOnSignalResponse OnSignalResponse,
FPubnubSignalSettings SignalSettings = FPubnubSignalSettings()
);
Parameter | Description |
---|---|
Channel *Type: FString | The channel ID to send the signal to. |
Message *Type: FString | The message to publish. Can be a literal string or JSON-formatted string containing serialized data. |
OnSignalResponse Type: FOnSignalResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSignalResponseNative to handle the result using a lambda. |
SignalSettings Type: FPubnubSignalSettings | Struct defining signal configuration. |
Sample code
Reference code
ACTION REQUIRED
before running the code.Signal a message to a channel
Returns
This function is void, but the delegate returns the FOnSignalResponse
struct.
Other examples
Signal with custom message type
Actor.h
Actor.cpp
Subscribe
Subscribe opens a TCP socket and listens for messages and events on a specified entity or set of entities. Set SubscribeKey
during initialization.
Conceptual overview
For more general information about subscriptions, refer to Subscriptions.
Entities are first-class citizens that expose their APIs. You can subscribe using the PubNub client or directly on a specific entity:
After Subscribe()
, the client receives new messages. Configure automatic reconnection handling through the PubNub subsystem.
Subscription scope
Subscriptions let you attach listeners for specific real-time update types. Your app receives messages and events through those listeners. There are two types:
Subscription
: created from an entity and scoped to that entity (for example, a particular channel)SubscriptionSet
: created from the PubNub client and scoped to the client (for example, all subscriptions created on a singlePubnubSubsystem
object). A set can include one or more subscriptions.
The event listener is a single point through which your app receives all the messages, signals, and events in the entities you subscribed to. For information on adding event listeners, refer to Event listeners.
Create a subscription
Managing subscription lifecycle
The subscription object lives independently from the entity and requires separate lifecycle management. The subscription will remain valid and functional even if the entity goes out of scope or is destroyed.
An entity-level Subscription
allows you to receive messages and events for only that entity for which it was created. Using multiple entity-level Subscriptions
is useful for handling various message/event types differently in each channel.
// Create entity
UPubnubChannelEntity* ChannelEntity = PubnubSubsystem->CreateChannelEntity("my-channel");
// Create subscription from entity
UPubnubSubscription* Subscription = ChannelEntity->CreateSubscription();
Parameter | Description |
---|---|
SubscribeSettings Type: FPubnubSubscribeSettings | Settings for the subscription configuration. |
FPubnubSubscribeSettings
Parameter | Description |
---|---|
ReceivePresenceEvents Type: bool | Whether to subscribe to presence events. |
Create a subscription set
Managing subscription lifecycle
The subscription object lives independently from the entity and requires separate lifecycle management. The subscription will remain valid and functional even if the entity goes out of scope or is destroyed.
A client-level SubscriptionSet
allows you to receive messages and events for all entities in the set. A single SubscriptionSet
is useful for similarly handling various message/event types in each channel.
From channel or channel group names
You can create a subscription set from channel and channel group names.
PubnubSubsystem->CreateSubscriptionSet(Channels, ChannelGroups, SubscriptionSettings);
Parameter | Description |
---|---|
Channels Type: TArray<FString> | Array of channel names to include in the subscription set. |
ChannelGroups Type: TArray<FString> | Array of channel group names to include in the subscription set. |
SubscriptionSettings Type: FPubnubSubscribeSettings | Settings for the subscription configuration. |
From entities
You can create a subscription set from existing entities.
PubnubSubsystem->CreateSubscriptionSetFromEntities(Entities, SubscriptionSettings);
Parameter | Description |
---|---|
Entities *Type: TArray<UPubnubBaseEntity*> | Array of entities to include in the subscription set. |
SubscriptionSettings Type: FPubnubSubscribeSettings | Settings for the subscription configuration. |
Method(s)
Subscription
and SubscriptionSet
use the same methods to subscribe:
Subscribe
To subscribe, you can use the following methods:
// Subscribe to start receiving messages
Subscription->Subscribe();
// Subscribe to all entities in the set
SubscriptionSet->Subscribe();
Sample code
Reference code
ACTION REQUIRED
before running the code.Subscribe to a channel
Subscribe with timetoken
You can subscribe with a specific timetoken to receive messages from that point in time.
// Subscribe with timetoken
FPubnubSubscriptionCursor Cursor;
Cursor.Timetoken = "15640261328790011";
Subscription->Subscribe(Cursor);
FPubnubSubscriptionCursor
| Parameter Type | Required | Description |
| :---------- | :-------- | :------- | :------ |
| Timetoken
| FString
| Yes | Timetoken from which messages should be retrieved. |
| Region
| int
| No | Region of the messages. Set automatically; typically not required to set. |
Add subscriptions
You can add individual subscriptions to an existing set to create new sets. If you subscribe to a subscription set and then add more subscriptions, they are automatically subscribed to.
// Add individual subscription to set
UPubnubSubscription* NewSubscription = ChannelEntity->CreateSubscription();
SubscriptionSet->AddSubscription(NewSubscription);
Remove subscriptions
You can remove individual subscriptions from a subscription set.
// Remove subscription from set
SubscriptionSet->RemoveSubscription(NewSubscription);
Merge subscription sets
You can merge multiple subscription sets together.
// Merge subscription sets
SubscriptionSet1->AddSubscriptionSet(SubscriptionSet2);
Remove subscription sets
You can remove entire subscription sets from another set.
// Remove subscription set from another set
SubscriptionSet1->RemoveSubscriptionSet(SubscriptionSet2);
Other examples
Subscribe to a channel group
Actor.h
Actor.cpp
Subscribe to channel metadata
Actor.h
Actor.cpp
Subscribe to user metadata
Actor.h
Actor.cpp
Create subscription set from names
Actor.h
Actor.cpp
Create subscription set from entities
Actor.h
Actor.cpp
Manage subscriptions in a set
Actor.h
Actor.cpp
Merge subscription sets
Actor.h
Actor.cpp
Event listeners
Messages and events are received in your app using listeners. This listener allows a single point to receive all messages, signals, and events.
You can attach listeners to the instances of Subscription
, SubscriptionSet
.
Add listeners
You can add listeners for various types of updates related to your subscription. You can implement listeners for general updates (that handle multiple event types at once) or choose listeners dedicated to specific event types such as Message
or Signal
.
Catch all events
The OnAnyEventReceived
listener catches all event types.
Handle multiple event types
You can add multiple event listeners to handle different types of events.
// Add message listener
Subscription->OnPubnubMessage.AddDynamic(this, &AMyActor::OnMessageReceived);
// Add signal listener
Subscription->OnPubnubSignal.AddDynamic(this, &AMyActor::OnSignalReceived);
// Add presence event listener
Subscription->OnPubnubPresenceEvent.AddDynamic(this, &AMyActor::OnPresenceEventReceived);
// Add object event listener
Subscription->OnPubnubObjectEvent.AddDynamic(this, &AMyActor::OnObjectEventReceived);
// Add message action listener
Subscription->OnPubnubMessageAction.AddDynamic(this, &AMyActor::OnMessageActionReceived);
show all 17 linesHandle one event type with native callbacks
You can also use native callbacks that support lambda expressions.
// Add native callback listeners
Subscription->OnPubnubMessageNative.AddLambda([](const FPubnubMessageData& Message) {
UE_LOG(LogTemp, Log, TEXT("Message received: %s"), *Message.Message);
});
Subscription->OnPubnubSignalNative.AddLambda([](const FPubnubMessageData& Signal) {
UE_LOG(LogTemp, Log, TEXT("Signal received: %s"), *Signal.Message);
});
Remove event listener
To remove the listener for a specific event, assign nullptr
to it or use RemoveAll()
on the delegate.
// Remove specific listener
Subscription->OnPubnubMessage.RemoveDynamic(this, &AMyActor::OnMessageReceived);
// Remove all listeners for a specific event type
Subscription->OnPubnubMessage.RemoveAll(this);
Add connection status listener
Use the subscription status listener with your PubnubSubsystem
instance to add a listener dedicated to connection status updates.
Client scope
This listener is only available on the PubNub object.
Method(s)
// Add subscription status listener
PubnubSubsystem->OnSubscriptionStatusChanged.AddDynamic(this, &AMyActor::OnSubscriptionStatusChanged);
Sample code
Other examples
Reference code
ACTION REQUIRED
before running the code.Subscribe with all event listeners
Actor.h
Actor.cpp
Add message listener with lambda
Actor.h
Actor.cpp
Add error listener
Actor.h
Actor.cpp
Add error listener with lambda
Actor.h
Actor.cpp
Returns
This method returns the subscription status and will emit various statuses depending on your client network connection.
For more information on connection management, refer to SDK Connection Lifecycle.
Other examples
Add connection status listener with lambda
// Add subscription status listener with lambda
PubnubSubsystem->OnSubscriptionStatusChangedNative.AddLambda([](EPubnubSubscriptionStatus Status) {
UE_LOG(LogTemp, Log, TEXT("Subscription status changed: %d"), (int32)Status);
});
Unsubscribe
Stop receiving real-time updates from a Subscription
or a SubscriptionSet
.
Method(s)
// Unsubscribe from a subscription
Subscription->Unsubscribe();
// Unsubscribe from a subscription set
SubscriptionSet->Unsubscribe();
Sample code
Unsubscribe from a subscription
// Unsubscribe from a subscription
Subscription->Unsubscribe();
Unsubscribe from a subscription set
// Unsubscribe from all entities in the set
SubscriptionSet->Unsubscribe();
Returns
None
Unsubscribe all
Stop receiving real-time updates from all listeners and remove the entities associated with them.
Client scope
This method is only available on the PubNubSubsystem object.
Method(s)
PubnubSubsystem->UnsubscribeFromAll(FOnSubscribeOperationResponse OnUnsubscribeFromAllResponse);
Parameter | Description |
---|---|
OnUnsubscribeFromAllResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
Sample code
Reference code
ACTION REQUIRED
before running the code.Returns
This method doesn't have a return value.
Subscribe (old)
Not recommended
The following approach to subscribing is not recommended. We recommend using the entity-based Subscribe approach.
Receive messages
Your app receives messages and events via event listeners. The OnMessageReceived
event listener is a single point through which your app receives all the messages, signals, and events that are sent in any channel you are subscribed to.
For more information about adding a listener, refer to the Event Listeners section.
Description
This function causes the client to create an open TCP socket to the PubNub Real-Time Network and begin listening for messages on a specified channel
ID. To subscribe to a channel
ID, the client must send the appropriate SubscribeKey
at initialization.
By default, a newly subscribed client will only receive messages published to the channel after the Subscribe()
call completes.
Unsubscribing from all channels
Unsubscribing from all channels, and then subscribing to a new channel Y is not the same as subscribing to channel Y and then unsubscribing from the previously-subscribed channel(s). Unsubscribing from all channels resets the last-received timetoken
and thus, there could be some gaps in the subscription that may lead to message loss.
Method(s)
// subscribe to a channel
PubnubSubsystem->SubscribeToChannel(FString Channel, FOnSubscribeOperationResponse OnSubscribeToChannelResponse, FPubnubSubscribeSettings SubscribeSettings = FPubnubSubscribeSettings());
// subscribe to a channel group
PubnubSubsystem->SubscribeToGroup(FString ChannelGroup, FOnSubscribeOperationResponse OnSubscribeToGroupResponse, FPubnubSubscribeSettings SubscribeSettings = FPubnubSubscribeSettings());
Parameter | Description |
---|---|
Channel *Type: FString | The channel ID to subscribe to. |
ChannelGroup *Type: FString | The channel group to subscribe to. |
OnSubscribeToChannelResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
OnSubscribeToGroupResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
SubscriptionSettings Type: FPubnubSubscribeSettings | Struct defining subscription configuration. |
FOnSubscribeOperationResponse
Field | Type | Description |
---|---|---|
Result | FPubnubOperationResult | The result of the operation. |
FOnSubscribeOperationResponseNative
Field | Type | Description |
---|---|---|
Result | const FPubnubOperationResult& | The result of the operation. |
Sample code
Reference code
ACTION REQUIRED
before running the code.- C++
- Blueprint
Actor.h
Actor.cpp
Event listeners
The response of the call is handled by adding a listener. Refer to the Event Listeners section for more details. Listeners should be added before calling the method.
Returns
This method doesn't have a return value. To receive messages, you must add a listener.
Other examples
Reference code
ACTION REQUIRED
before running the code.Subscribe with presence
Requires Presence
This method requires that the Presence add-on is enabled for your key in the Admin Portal.
For information on how to receive presence events and what those events are, refer to Presence Events.
For any given channel there is an associated Presence channel. You can subscribe directly to the channel by appending -pnpres
to the channel name or you can use the subscribe method with the ReceivePresenceEvents
parameter set to true
. For more information on presence events, refer to the Presence section.
Actor.h
Actor.cpp
Response
All presence events are received via a listener. For more information on the structure of the received events, refer to Event types.
Subscribe to channel group
Actor.h
Actor.cpp
Subscribe with lambda
Actor.h
Actor.cpp
Subscribe with result callback
Actor.h
Actor.cpp
Unsubscribe (old)
Not recommended
The following approach to unsubscribing is not recommended. We recommend using the entity-based Unsubscribe approach.
When subscribed to a single channel, this function causes the client to issue a leave
from the channel
ID and close any open socket to the PubNub Network. For multiplexed channels, the specified channel
(s) will be removed and the socket remains open until there are no more channels remaining in the list.
Unsubscribing from all channels
Unsubscribing from all channels, and then subscribing to a new channel Y is not the same as subscribing to channel Y and then unsubscribing from the previously-subscribed channel(s). Unsubscribing from all channels resets the last-received timetoken
and thus, there could be some gaps in the subscription that may lead to message loss.
Method(s)
// unsubscribe from a channel
PubnubSubsystem->UnsubscribeFromChannel(FString Channel, FOnSubscribeOperationResponse OnUnsubscribeFromChannelResponse);
// unsubscribe from a channel group
PubnubSubsystem->UnsubscribeFromGroup(FString ChannelGroup, FOnSubscribeOperationResponse OnUnsubscribeFromGroupResponse);
Parameter | Description |
---|---|
Channel *Type: FString | The channel ID to unsubscribe from. |
ChannelGroup *Type: FString | The channel group to unsubscribe from. |
OnUnsubscribeFromChannelResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
OnUnsubscribeFromGroupResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
Sample code
Reference code
ACTION REQUIRED
before running the code.Returns
This method doesn't have a return value.
Other examples
Reference code
ACTION REQUIRED
before running the code.Unsubscribe from a channel group
Actor.h
Actor.cpp
Unsubscribe all (old)
Not recommended
The following approach to unsubscribing from all channels is not recommended. We recommend using the entity-based Unsubscribe approach.
Unsubscribe from all channels and all channel groups.
Method(s)
PubnubSubsystem->UnsubscribeFromAll(FOnSubscribeOperationResponse OnUnsubscribeFromAllResponse);
Parameter | Description |
---|---|
OnUnsubscribeFromAllResponse | The delegate for the operation's result. You can also use a native callback of the type FOnSubscribeOperationResponseNative to handle the result using a lambda. |
Sample code
Reference code
ACTION REQUIRED
before running the code.Returns
This method doesn't have a return value.
Complete example
Reference code
ACTION REQUIRED
before running the code.ASample_PubSubFull.h
ASample_PubSubFull.cpp