PubNub Text Chat
Text chat between the web and in event experience
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Text chat between the web and in event experience
Last updated
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Due for Simplification, please speak to support for further info.
31/01/2025: MSquared is not maintaining the text chat that uses PubNub and Community Sift. We do provide a simple example of text chat that does not use these features (see Unreal Text Chat). If customers wish to continue using these services, they need to speak to the Solutions Engineering team for guidance on how to implement this within their project outside of what MSquared provides off the shelf.
When MSquared drops support for PubNub, we will no longer support Web-to-Unreal text chat. Chat will be limited to Unreal Worlds within MSquared.
This legacy text chat is used in the deprecated UI elements (WBP_Origin_HUD
still uses the deprecated WBP_M2_TextChat
, however the M2 Example plugin does not use this, instead using a different WBP_M2Example_TextChat
, which points to the new Unreal chat component.
Until MSquared completely drops support of PubNub and Community sift, they will remain functional. When the new simplified chat lands, the old chat widget will remain within the platform for customer use.
MSquared will not be addressing non-critical and cosmetic issues relating to Text Chat during this process of simplification. Please reach out to your Support Engineers with concerns.
If your project is running on V37 or older, you may have to use alternative settings. Please reach our to your Support Engineer to assist you.
The ability to chat on web and in game, including:
Chat from Web to Unreal and back
Works on Desktop and Mobile*
Text appears in game above the head
Ability to hide and show the widget, and custom sizing
User name and profile image appending to the message
Make sure you have a safe internal world id set up for your editor users.
Configure the variable Social.Chat.Editor.World
in deployment.json
with this value (see below)
Enable TextChat.UseCloudChat
in game.json
.
Make sure your in-game HUD is set up to use the new chat system
The following settings in game.json
influence the Text Chat feature:
Setting
Description
Default Value
TextChat.UseCloudChat
Enables the cloud chat functionality
true
TextChat.ForceMobileView
Forces mobile view regardless of detected platform
false
The steps taken will depend on your sign-in settings. Navigate to Editor Preferences
> General
> Sign in Settings
. If Use Local World For PIE
is enabled then follow the instructions for using a local world below. By default, this setting should be true.
If you are using local world sign in then nothing needs to be done. You will automatically be configured a chat channel named after your users unique local world Id.
The following deployment.json
live config fields influence the Text Chat feature:
Add WBP_M2_TextChat
to your HUD and ensure it is stretched across the whole screen.
WBP_M2_TextChat
does not yet support mobile platforms. If your HUD is or derives from WBP_TH_HUD
then your good to go. Otherwise follow the below steps:
Use a widget switcher to switch between WBP_M2_TextChat
and WBP_TextChatWindow_Mobile
with the following code to allow it to automatically revert to the old UI for mobile devices.
On Bootflow finished, add a handle to get live config updates.
Create a function called Update Live Config and add the following:
Settings marked (LEGACY) may be removed in a future update
TextChat.GlobalChatEnabled
Enables the Global Chat channel
true
TextChat.UseCloudChat
Enables use of the cloud based chat system, linking the in game chat with web chat
true
TextChat.ForceMobileView
Forces the old Chat UI (WBP_TextChatWindow_Mobile
) to a full screen mobile view, regardless of platform or device used
false
TextChat.ForceMobileUI
Force the old Chat UI (WBP_TextChatWindow_Mobile
) to be used over the new WBP_M2_TextChat
regardless of platform or device used
false
TextChat.StartMinimized
Sets the chat interfaces to start in a minimized state
true
TextChat.EmojiMenuEnabled
Enables the in game emoji menu to be used. Only supported in WBP_M2_TextChat
true
TextChat.ReactionsEnabled
Enables message reactions. Still WIP, not yet supported in Origin
false
TextChat.MaxHistoryMessages
Max messages to be displayed in the chat interface
100
TextChat.LocalChatEnabled
(LEGACY)
Enables Local chat functionality for Experience only chat
true
TextChat.LocalRateLimitPerSecond
(LEGACY)
Maximum number of messages a player can send per second
10
TextChat.LocalRateLimitQueueSize
(LEGACY)
Defines the message queue size for the local chat server
100
TextChat.AllowQuestions
(LEGACY)
Allows questions to be sent in chat
false
The in-and-out-experience chat is backed by . For battle-tested, in-experience only chat, see .
* Mobile is currently only supported via the old chat UI (). See to continue use of this version of the text chat for desktop
Social.Chat.WorldSource
Determines how the client should determine the world id to use for chat.
The values are as follows:
Domain
- Uses the current WorldId
value of the Domain Configuration Subsystem. This can change per-player at runtime. Therefore a single users chat channel can change during the game. For example if the player world travels.
LiveConfig
- Uses the Social.Chat.World
value. As a live config value this can be changed for all players by modifying the live config settings via the dashboard.
CommandLine
- Uses the client cli launch arguments. These are static throughout gameplay for each client and therefore even if you world travel, clients will continue to use the same chat channel
Domain
Social.Chat.World
This is a generic, hard coded chat channel name.
It is named "World" because the other sources will use the world Id however any unique name could be used as the chat channel
Only used when Social.Chat.WorldSource
is set to LiveConfig.
Empty
Social.Chat.Editor.WorldSource
Exactly the same as Social.Chat.WorldSource
but used when in the Editor. For example in Play-in-Editor (PIE) scenarios.
The default value will only work if you are signing in with a local world. If you are not using a local world, you should change this value.
Domain
Social.Chat.Editor.World
Exactly the same as Social.Chat.World but used when in the Editor. For example in Play-in-Editor (PIE) scenarios.
Only used when Social.Chat.Editor.WorldSource
is set to LiveConfig.
Empty
M2.Domains.WorldId
(LEGACY)
The world id in the web to scope the chat to.
This must match the web portals if you want cross-experience chat.