Crossplay Integration Kit
Online Services

Crossplay Presence in C++

Use unified presence from C++

Crossplay Presence in C++

#include "Social/UCIKSocialSubsystem.h"

FUCIK_PresenceUpdate Update;
Update.Status = EUCIK_PresenceStatus::Online;
Update.RichPresenceText = TEXT("In matchmaking");

UUCIKSocialSubsystem* Social = GetGameInstance()->GetSubsystem<UUCIKSocialSubsystem>();
Social->SetPresence(Update,
	FUCIKCallback<TMap<FBetideProviderId, bool>>::CreateWeakLambda(this,
		[this](const TUCIKResult<TMap<FBetideProviderId, bool>>& Result)
		{
			if (Result.bOk && Result.Value.IsSet())
			{
				HandlePresencePublished(Result.Value.GetValue());
			}
		}));

Call QueryPresence with a FUCIK_PlayerHandle to receive all successful backend records. Fan-out is best effort: a mirror outage does not discard a primary result.

See Blueprint usage.

Use the unified subsystem first. Use a kit-specific presence interface only for that platform's exact option set.

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