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.