Adding Text Chat to UE4 in C++
Note, this is a C++ based example. However, it’s easily converted to BP.
If you want to just check out the code or skip the guide then you can download the project here.
There are a few things wrong with this setup such as no deletion of messages so you’ll keep a copy of them until you exit the game so you’re probably going to want to set up a timer to destroy them after x time.
- Open your PlayerController class and add a struct called
FChatMessage.
USTRUCT(BlueprintType)
struct FChatMessage
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite)
FDateTime Time;
UPROPERTY(BlueprintReadWrite)
FString Message;
UPROPERTY(BlueprintReadWrite)
FColor Color;
UPROPERTY(BlueprintReadWrite)
class APlayerState* Sender;
FChatMessage() : Time(FDateTime::Now()), Message("No Message"), Color(FColor::White) {}
FChatMessage(const FString& message) : Time(FDateTime::Now()), Message(message), Color(FColor::White) {}
FChatMessage(const FDateTime& time, const FString& message, const FColor& color, class APlayerState* sender) : Time(time), Message(message), Color(color), Sender(sender) {}
};- Add a delegate in the PlayerController for receiving chat messages.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnChatMessageReceived, const FChatMessage&, ChatMessage); - Add 2 methods and the delegate to your PlayerController class.
UFUNCTION(BlueprintCallable, Server, Reliable, WithValidation)
void Server_SendChatMessage(const FChatMessage& ChatMessage);
UFUNCTION(Client, Reliable)
void Client_ReceiveChatMessage(const FChatMessage& ChatMessage);
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "OnChatMessageReceived"))
FOnChatMessageReceived m_OnChatMessageReceived;- Create the implementation of these methods.
bool ATCPlayerController::Server_SendChatMessage_Validate(const FChatMessage& ChatMessage) { return true; }
void ATCPlayerController::Server_SendChatMessage_Implementation(const FChatMessage& ChatMessage)
{
// Our message is empty or the sender is null so don't send a message
if (ChatMessage.Message.IsEmpty() || ChatMessage.Sender == nullptr)
{
return;
}
// Iterate over all clients in the map and send the message to them
for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
{
if (ATCPlayerController* const PC = Cast<ATCPlayerController>(*Iterator))
{
PC->Client_ReceiveChatMessage(ChatMessage);
}
}
}
void ATCPlayerController::Client_ReceiveChatMessage_Implementation(const FChatMessage& ChatMessage)
{
m_OnChatMessageReceived.Broadcast(ChatMessage);
}