Transient messages are fire-and-forget messages that are delivered to online recipients in real time but never stored on the CometChat server. They’re ideal for ephemeral interactions like game state updates, cursor positions, or temporary notifications.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.
When to Use Transient Messages
| Use Case | Why Transient? |
|---|---|
| Live game state (player position, health) | High frequency, no need to persist |
| Cursor/pointer position in collaborative tools | Ephemeral by nature |
| ”User is looking at this” indicators | Temporary UI state |
| Temporary notifications | No history needed |
| Custom signaling between clients | Low-latency, no storage overhead |
Send a Transient Message
UseSendTransientMessage on the Subsystem. This is a fire-and-forget call — there’s no success/failure callback.
- Blueprint
- C++
- Create an
FCometChatTransientMessagestruct - Set
ReceiverId(user UID or group GUID),ReceiverType(userorgroup), andData(your custom payload) - Call Send Transient Message on the CometChat Subsystem
Receive Transient Messages
Bind to theOnTransientMessageReceived delegate to receive transient messages from other users.
- Blueprint
- C++
- Get a reference to the CometChat Subsystem
- Bind to On Transient Message Received
- The custom event receives an
FCometChatTransientMessagewith the sender, receiver info, and data payload
FCometChatTransientMessage
| Property | Type | Description |
|---|---|---|
ReceiverId | FString | Receiver UID (1:1) or GUID (group) |
ReceiverType | FString | "user" or "group" |
Data | FString | Custom data payload (typically JSON) |
Sender | FCometChatUser | The user who sent the message (populated on receive) |
Message Flow
Example: Player Position Sync
A common game pattern — broadcast player position to group members at high frequency:- Blueprint
- C++
- On a Timer (e.g., every 0.1s), get the player’s world location
- Serialize to JSON:
{"type":"pos","x":...,"y":...,"z":...} - Call Send Transient Message to the game’s group GUID
- On receive, parse the JSON and update the remote player’s position
Next Steps
Real-Time Events
See all real-time delegates including transient messages.
Advanced Configuration
Control connection lifecycle for optimal performance.