When to Use Transient Messages
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
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.