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Documentation Index

Fetch the complete documentation index at: https://cometchat-22654f5b-release-unreal-docs.mintlify.app/llms.txt

Use this file to discover all available pages before exploring further.

Beyond the basic Configure call, the CometChat Unreal SDK offers advanced configuration for custom hosts, manual connection management, and runtime state queries.

ConfigureWithSettings

Use ConfigureWithSettings instead of Configure when you need control over connection behavior, custom hosts, or presence subscription settings.
  1. Create an FCometChatAppSettings struct
  2. Set the desired properties (region, custom hosts, auto-connect behavior)
  3. Call Configure With Settings on the CometChat Subsystem with your App ID and the settings struct

FCometChatAppSettings

PropertyTypeDefaultDescription
RegionFStringApp region (us or eu)
SubscriptionTypeFStringPresence subscription type (allUsers, roles, friends)
RolesTArray<FString>Roles to subscribe to (when SubscriptionType is roles)
AdminHostFStringCustom admin API host URL
ClientHostFStringCustom client/WebSocket host URL
bAutoEstablishSocketConnectionbooltrueAutomatically connect WebSocket on login
When bAutoEstablishSocketConnection is true (default), the SDK connects the WebSocket immediately after a successful login. Set to false if you want to control when the connection is established — useful for splash screens or loading flows.

Manual Connection Management

When bAutoEstablishSocketConnection is false, use the async connection nodes to control the WebSocket lifecycle.

Connect

Manually establish the WebSocket connection after login.
Call the Connect Async node after login succeeds. Handle On Success to know the connection is ready.

Disconnect

Manually close the WebSocket connection without logging out.
Call the Disconnect Async node. The user remains authenticated but won’t receive real-time events.

Ping

Verify the connection is alive by sending a ping to the server.
Call the Ping Async node. On Success means the server responded — connection is healthy.

Connection Status

Query the current WebSocket connection state at any time.
Call Get Connection Status on the CometChat Subsystem. Returns an ECometChatConnectionState enum.

ECometChatConnectionState

ValueDescription
ConnectedWebSocket is active and receiving events
ConnectingSDK is attempting to establish the connection
DisconnectedWebSocket is closed
FeatureThrottledA feature is being rate-limited by the server

Authentication State

IsLoggedIn

Check whether a user is currently authenticated.
Call Is Logged In on the CometChat Subsystem. Returns a bool.

GetLoggedInUser

Retrieve the currently authenticated user’s profile.
Call Get Logged In User on the CometChat Subsystem. Returns an FCometChatUser.

Connection Flow (Manual Mode)

When to use manual mode: If your game has a loading screen or lobby where you don’t need real-time events yet, configure with bAutoEstablishSocketConnection = false, then call Connect when the player enters the chat-enabled area. This saves bandwidth and server resources.

Next Steps

Authentication

Log users in with Auth Key or Auth Token.

Real-Time Events

Listen for connection state changes and other events.