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AutoBindChannel

AndroidiOSWindows
If you're using the Unity engine, see the AutoBindChannel for the Unity SDK.

This API supports both LIPASS account link and third-party Channel link. If the user does not have a LI PASS account, LI PASS creation and binding will be completed first, then the specified Channel will be automatically bound.

Bind scenarios:

  • When channel is 131 (LI PASS), the permissions and extraJson parameters can be ignored.
  • When channel is another third-party Channel, permissions and extraJson parameters can refer to the Bind API.
note

This interface only supports mobile and PC Standalone solutions; PC Store solutions and cross-game account association are not supported.

Function Definition

UFUNCTION(BlueprintCallable, Category = "LevelInfinite")
static bool AutoBindChannel(
const EINTLLoginChannel Channel,
const FString permissions,
const FString extraJson);

Parameter Description

ParameterTypeDescription
ChannelEINTLLoginChannelSpecifies the bound channel.
For more information, see EINTLLoginChannel.
permissionsstringPermission list when linking, multiple permissions separated by commas
For example: user_info,inapp_friends
extraJsonstringExtended Field

Observers

Callback for LI PASS events. The game needs to handle the callback logic.For more information about callback data structures, see LIEventObserver.

The callback LIEventType is AUTO_BIND_CHANEL_RESULT.

Code sample

ULevelInfiniteAPI::AutoBindChannel(EINTLLoginChannel::kChannelDiscord);