Send messages to your players — in-app inbox, email, or push.
Game notifications let you talk to your players: announce an event, celebrate a milestone,
win back a lapsed cohort. You author a message once as a template, send it with a
campaign, and players receive it on the channels you chose — the in-game inbox, email,
or push.
Scope: templates and campaigns are defined per game; the inbox is per player.
Dashboard
Unity
Unreal
Notifications live under Marketing:
Templates — the reusable message: a title and body (with a locale), the channels it can
go out on, and variables you fill in at send time — write the season-start announcement
once with the season name as a variable, and reuse it every season.
Campaigns — an actual send: pick a template, fill its variables, choose the
audience — every player, or a segment — and send now, at a
scheduled time, or on a recurring cadence. A scheduled campaign can be canceled
any time before it goes out.
Delivery Status — how a send went: its lifecycle from scheduled through sending to
sent, with per-channel delivery counts and any failures.
Push credentials. Push is the one channel that needs setup before anything is delivered.
Under Settings → Push Notifications, configure the providers you ship on — credentials are
per game, stored encrypted, and write-only: they can be replaced but never read back.
Firebase Cloud Messaging (FCM) — delivers to Android and web. Paste the full contents
of the Firebase service-account JSON file.
Apple Push Notification service (APNs) — delivers to iOS. Provide the .p8 signing
key, its Key ID, your Team ID, and the app’s Bundle ID. Tick Use APNs sandbox
for development builds; a sandbox token will not accept production credentials, or the
reverse.
Until a provider shows Configured, push tokens register successfully and nothing is ever
delivered on that platform. That is the most common cause of “push is broken” — the client side
reports success because registration genuinely succeeded.
The inbox. Fetch the signed-in player’s notifications, show an unread badge, and mark
items read one at a time or all at once.
using Flock;using Flock.Models;using UnityEngine;PaginatedResponse<Notification> inbox = await FlockClient.Instance.Notification.GetInboxAsync();NotificationSummary summary = await FlockClient.Instance.Notification.GetSummaryAsync();Debug.Log($"{summary.UnreadCount} unread");// Mark the newest one read, then every one.if (inbox.Items.Length > 0) await FlockClient.Instance.Notification.MarkReadAsync(inbox.Items[0]);await FlockClient.Instance.Notification.MarkAllReadAsync();
GetSummaryAsync returns the unread count plus the newest few items, so a badge and a
preview cost one call. Prefer it to refetching the whole inbox on a timer — inbox reads count
toward your plan’s API usage like any other SDK call.Push. How you get a device token depends on the platform, and the SDK is explicit about
which half it can do for you:
iOS — RegisterThisDeviceAsync() asks the OS for notification permission and registers
the resulting APNs token in one call. It requires com.unity.mobile.notifications in the
project.
Android — fetch the FCM token from Firebase yourself, then pass it to
RegisterDeviceTokenAsync(token). The Firebase messaging client isn’t installable over UPM,
so the SDK cannot ship it as a dependency and deliberately doesn’t try.
Everywhere else (desktop, console, Editor) — both calls throw, because the push backend
has no value for those platforms.
using Flock;using UnityEngine;// iOS: asks for permission and registers the APNs token in one call.if (Application.platform == RuntimePlatform.IPhonePlayer) await FlockClient.Instance.Notification.RegisterThisDeviceAsync();// Android: the FCM token your own Firebase messaging code received.if (Application.platform == RuntimePlatform.Android) await FlockClient.Instance.Notification.RegisterDeviceTokenAsync(fcmToken);
fcmToken is the token string from Firebase. Re-register whenever the OS issues a new token.
UnregisterDeviceTokenAsync removes one.Reminders your game schedules itself. Schedule a template to arrive later — “energy full
in 4 hours” — and cancel it if the player comes back first.
The first argument is the template’s name, not its ID. Pass variables to fill the
template’s placeholders, channels to restrict delivery, and locale to pick a
localisation. An unknown name throws FlockErrorCode.NotificationTemplateNotFound before
anything is scheduled.What the player has pending.GetScheduledAsync() asks the server, so it sees reminders set
before a reinstall or on the player’s other device — not just the ones this install created.
using Flock;using Flock.Models;using UnityEngine;PaginatedResponse<ScheduledNotification> pending = await FlockClient.Instance.Notification.GetScheduledAsync();foreach (ScheduledNotification s in pending.Items) Debug.Log($"{s.Id} delivers at {s.DeliverAt}");// Cancels every pending reminder the player has, wherever it was set.int cancelled = await FlockClient.Instance.Notification.CancelAllScheduledAsync();
Pending is the default; pass ScheduledNotificationStatuses.Delivered or .Canceled to see the
others. GetPendingSchedules() remains as a synchronous, no-network fallback covering what
this install scheduled — useful offline, but prefer GetScheduledAsync when you can reach the
server.Scheduling is not retried after an ambiguous failure, so a network blip cannot leave a player
with two of the same reminder. Cancelling is idempotent.Reading the catalog.GetTemplatesAsync() lists the templates your game can schedule and
GetTemplateByNameAsync(name, locale) fetches one. Both are game-scoped rather than
per-player, so unlike the rest of this provider they work signed out.Reacting to arrivals.FlockEvents.OnNotificationReceived fires once per notification the
SDK hasn’t surfaced before, oldest first. It rides the fetches your game already makes and
adds no traffic — there is no realtime channel and the SDK deliberately does not poll.
The inbox. Fetch the signed-in player’s notifications, show an unread badge, and mark items
read one at a time or all at once.
#include "FlockSubsystem.h"FFlockNotificationProvider* Notifications = UFlockSubsystem::Get(this)->GetNotificationProvider();Notifications->GetNotifications([](TFlockResult<FFlockNotificationPage> Page){ // Page.Value.Total is the whole inbox; Page.Value.Items is this page.});Notifications->GetSummary([](TFlockResult<FFlockNotificationSummary> Summary){ // Summary.Value.UnreadCount, plus the newest few in Summary.Value.Items.});// NotificationId: an item's Id from the page.Notifications->MarkRead(NotificationId, nullptr);Notifications->MarkAllRead(nullptr);
GetSummary returns the unread count plus the newest few items, so a badge and a preview cost
one call. Prefer it to refetching the whole inbox on a timer — inbox reads count toward your
plan’s API usage like any other SDK call.Inbox reads are backed by the offline cache, so a notifications screen shows the last-known
messages when the network is down rather than an error. Mark-read calls are never queued
offline: a read receipt replayed an hour later would mark messages the player never saw.Push. The SDK registers a device token; it does not fetch one. Get the token from your push
plugin — Firebase Cloud Messaging’s On Token Received, or OneSignal — and pass the string in:
// Token: the string your push plugin hands you.Notifications->RegisterDeviceToken(Token, [](TFlockResult<FFlockDeviceToken> Result) {});
The platform is taken from the running build. On desktop, console and in the Editor the call
fails with a validation error rather than guessing a platform — a token filed under the wrong
one is accepted and then never delivers. Call Flock Get Current Device Platform first to hide
an “enable notifications” toggle where push cannot work. UnregisterDeviceToken removes one;
re-register whenever the OS issues a new token.Where the token comes from differs by platform:
iOS — nothing extra needed. Unreal surfaces the APNs token itself and Flock speaks APNs
directly, so there is no Firebase in this path. Bind
FCoreDelegates::ApplicationRegisteredForRemoteNotificationsDelegate, hex-encode the bytes,
and pass the string in.
Android — a Firebase-based plugin, for now. Unreal’s own Android push plugin is built on
Google Cloud Messaging, which Google decommissioned in 2019.
Built-in token acquisition is planned — a one-call iOS wrapper and a first-party Android
binding — so push will not require a third-party plugin. RegisterDeviceToken does not change
when they land; only where the string comes from.
Reminders your game schedules itself. Schedule a template to arrive later — “energy full in
4 hours” — and cancel it if the player comes back first.
const TWeakObjectPtr<UFlockSubsystem> Flock = UFlockSubsystem::Get(this);Flock->GetNotificationProvider()->ScheduleByTemplateName(TEXT("energy_refilled"), FDateTime::UtcNow() + FTimespan::FromHours(4), [Flock](TFlockResult<FFlockScheduledNotification> Pending) { // The player came back first: cancel it with the id the schedule returned. if (Pending.bSuccess && Flock.IsValid()) { Flock->GetNotificationProvider()->CancelScheduled(Pending.Value.Id, nullptr); } });
The first argument is the template’s name, not its ID — the ID is resolved internally and
memoized. Pass Variables to fill the template’s placeholders and Channels to restrict
delivery; leave either empty and the template’s own defaults apply. An unknown name fails with
a validation error before anything is scheduled.Scheduling is not retried after an ambiguous failure, so a network blip cannot leave a
player with two of the same reminder. Cancelling is idempotent.What the player has pending.GetScheduled() asks the server, so it sees reminders set before
a reinstall or on the player’s other device — not just the ones this install created.
Notifications->GetScheduled([](TFlockResult<FFlockScheduledNotificationPage> Pending){ for (const FFlockScheduledNotification& Entry : Pending.Value.Items) { // Entry.Id is what Cancel Scheduled Notification takes. }});// Cancels every pending reminder the player has, wherever it was set.Notifications->CancelAllScheduled([](TFlockResult<int32> Result) { /* Result.Value cancelled */ });
Pending is the default; pass FlockScheduledNotificationStatuses::Delivered or ::Canceled to
see the others. In Blueprint this is Flock Get Scheduled Notifications, whose Status pin
defaults to pending — feed it from the Flock Schedule Status nodes rather than typing a value,
since the wire spelling is the single-l canceled.The listing is never cached: a reminder is delivered server-side with nothing to tell the
client, so a stored page would report one that has already fired as still pending. It needs a
network and a signed-in player.GetPendingSchedules() remains as a synchronous, no-network fallback covering what this install
scheduled — useful offline, but prefer GetScheduled when you can reach the server.
CancelAllScheduled falls back to it only when the server read fails; the two are never merged.In Blueprint these are Flock Get Scheduled Notifications, Flock Cancel All Scheduled
Notifications and Flock Get Pending Schedules. The Status pin defaults to pending — feed it
from the Flock Schedule Status nodes rather than typing a value, since the wire spelling is the
single-l canceled. Get Pending Schedules is a plain callable node, not an async one: it makes no
network call.
Use Flock Cancel All Scheduled Notifications rather than looping Flock Cancel Scheduled
Notification over a listing. A Blueprint ForEach fires every iteration in the same frame, and each
cancel rewrites the stored pending list as it completes — so parallel cancels race, and the last
one to finish restores entries the others had already removed. The dedicated node walks them
sequentially for exactly that reason.
Reading the catalog.GetTemplates() lists the templates your game can schedule and
GetTemplateByName(Name, Locale) fetches one. Both are game-scoped rather than per-player, so
unlike the rest of this provider they work signed out.Reacting to arrivals. Two events on the hub save you diffing pages yourself:
// In AMyActor's class, each handler is a UFUNCTION():// void HandleNotification(const FFlockNotification& Notification);// void HandleUnreadCount(int32 UnreadCount);UFlockEvents* Events = UFlockSubsystem::Get(this)->GetEvents();Events->OnNotificationReceived.AddDynamic(this, &AMyActor::HandleNotification);Events->OnUnreadCountChanged.AddDynamic(this, &AMyActor::HandleUnreadCount);
OnNotificationReceived fires once per notification the SDK hasn’t surfaced before, oldest
first. OnUnreadCountChanged fires whenever the server reports a count — an unread-count or
summary fetch, or a mark-all-read. Both ride the fetches your game already makes and add no
traffic: there is no realtime channel and the SDK deliberately does not poll, so “received”
means first seen by a read. The first fetch after a fresh install is silent, so an existing
inbox doesn’t arrive as a burst of events on launch.
Keep an unread badge current: bind On Unread Count Changed once, at Begin Play.
Blueprint. Every call above has a node — Flock Get Notifications, Flock Get Notification Summary, Flock Mark Notification Read, Flock Schedule Notification, Flock Register Device Token, and the rest — plus the helpers Is Read, Is Pending, Is Delivered and
Is Canceled, which have no execution pins. The two events are assignable straight off Flock Get Events.
This page is about messages to players. Alerts to your own team — error spikes, build
results — are Developer Alerts.
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FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`RegisterThisDeviceAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`();`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// Android: the FCM token your own Firebase messaging code received.`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`if`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` (`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Application`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`platform`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:` ==`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` RuntimePlatform`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Android`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`)`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:` await`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`RegisterDeviceTokenAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`fcmToken`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`);`})]}),`\n`]})})}),_jsxs(_components.p,{children:[_jsx(_components.code,{children:`fcmToken`}),` is the token string from Firebase. Re-register whenever the OS issues a new token.\n`,_jsx(_components.code,{children:`UnregisterDeviceTokenAsync`}),` removes one.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reminders your game schedules itself.`}),` Schedule a template to arrive later — “energy full\nin 4 hours” — and cancel it if the player comes back first.`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`8`,language:`csharp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`csharp`,children:_jsxs(_components.code,{language:`csharp`,numberOfLines:`8`,children:[_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`using`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` 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Flock`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`Models`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`;`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`ScheduledNotification`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:` pending`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:` =`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:` await`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`ScheduleAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#CE9178`},children:` \"energy_refilled\"`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`, `}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`TimeSpan`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`FromHours`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0550AE`,\"--shiki-dark\":`#B5CEA8`},children:`4`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`));`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:`await`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`CancelScheduledAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`pending`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`);`})]}),`\n`]})})}),_jsxs(_components.p,{children:[`The first argument is the template’s `,_jsx(_components.strong,{children:`name`}),`, not its ID. Pass `,_jsx(_components.code,{children:`variables`}),` to fill the\ntemplate’s placeholders, `,_jsx(_components.code,{children:`channels`}),` to restrict delivery, and `,_jsx(_components.code,{children:`locale`}),` to pick a\nlocalisation. An unknown name throws `,_jsx(_components.code,{children:`FlockErrorCode.NotificationTemplateNotFound`}),` before\nanything is scheduled.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`What the player has pending.`}),` `,_jsx(_components.code,{children:`GetScheduledAsync()`}),` asks the server, so it sees reminders set\nbefore a reinstall or on the player’s other device — not just the ones this install created.`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`12`,language:`csharp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`csharp`,children:_jsxs(_components.code,{language:`csharp`,numberOfLines:`12`,children:[_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`using`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` Flock`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`;`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`using`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` Flock`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`Models`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`;`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`using`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` UnityEngine`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`;`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`PaginatedResponse`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`\u003c`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`ScheduledNotification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`> `}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:`pending`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:` =`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:` await`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`GetScheduledAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`();`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`foreach`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` (`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`ScheduledNotification`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:` s`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:` in`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` pending`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Items`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`)`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` Debug`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`Log`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#CE9178`},children:`$\"`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`{`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`s`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Id`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`}`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#CE9178`},children:` delivers at `}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`{`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`s`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`DeliverAt`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#D4D4D4`},children:`}`}),_jsx(_components.span,{style:{color:`#0A3069`,\"--shiki-dark\":`#CE9178`},children:`\"`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`);`})]}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// Cancels every pending reminder the player has, wherever it was set.`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:`int`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:` cancelled`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:` =`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:` await`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` FlockClient`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Instance`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notification`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`CancelAllScheduledAsync`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`();`})]}),`\n`]})})}),_jsxs(_components.p,{children:[`Pending is the default; pass `,_jsx(_components.code,{children:`ScheduledNotificationStatuses.Delivered`}),` or `,_jsx(_components.code,{children:`.Canceled`}),` to see the\nothers. `,_jsx(_components.code,{children:`GetPendingSchedules()`}),` remains as a synchronous, no-network fallback covering what\n`,_jsx(_components.em,{children:`this install`}),` scheduled — useful offline, but prefer `,_jsx(_components.code,{children:`GetScheduledAsync`}),` when you can reach the\nserver.`]}),_jsxs(_components.p,{children:[`Scheduling is `,_jsx(_components.strong,{children:`not retried`}),` after an ambiguous failure, so a network blip cannot leave a player\nwith two of the same reminder. Cancelling is idempotent.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reading the catalog.`}),` `,_jsx(_components.code,{children:`GetTemplatesAsync()`}),` lists the templates your game can schedule and\n`,_jsx(_components.code,{children:`GetTemplateByNameAsync(name, locale)`}),` fetches one. Both are game-scoped rather than\nper-player, so unlike the rest of this provider they work signed out.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reacting to arrivals.`}),` `,_jsx(_components.code,{children:`FlockEvents.OnNotificationReceived`}),` fires once per notification the\nSDK hasn’t surfaced before, oldest first. It rides the fetches your game already makes and\nadds no traffic — there is no realtime channel and the SDK deliberately does not poll.`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`14`,language:`csharp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`csharp`,children:_jsxs(_components.code,{language:`csharp`,numberOfLines:`14`,children:[_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:`using`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` 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Prefer it to refetching the whole inbox on a timer — inbox reads count toward your\nplan’s API usage like any other SDK call.`]}),_jsxs(_components.p,{children:[`Inbox reads are backed by the offline cache, so a notifications screen shows the last-known\nmessages when the network is down rather than an error. Mark-read calls are `,_jsx(_components.strong,{children:`never`}),` queued\noffline: a read receipt replayed an hour later would mark messages the player never saw.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Push.`}),` The SDK registers a device token; it does not fetch one. Get the token from your push\nplugin — Firebase Cloud Messaging’s `,_jsx(_components.code,{children:`On Token Received`}),`, or OneSignal — and pass the string in:`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`2`,language:`cpp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`cpp`,children:_jsxs(_components.code,{language:`cpp`,numberOfLines:`2`,children:[_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// Token: the string your push plugin hands you.`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notifications`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`->`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`RegisterDeviceToken`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(Token, [](`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`TFlockResult`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`\u003c`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`FFlockDeviceToken`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`> `}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:`Result`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`) {});`})]}),`\n`]})})}),_jsxs(_components.p,{children:[`The platform is taken from the running build. 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Bind\n`,_jsx(_components.code,{children:`FCoreDelegates::ApplicationRegisteredForRemoteNotificationsDelegate`}),`, hex-encode the bytes,\nand pass the string in.`]}),`\n`,_jsxs(_components.li,{children:[_jsx(_components.strong,{children:`Android — a Firebase-based plugin, for now.`}),` Unreal’s own Android push plugin is built on\nGoogle Cloud Messaging, which Google decommissioned in 2019.`]}),`\n`]}),_jsx(Note,{children:_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Built-in token acquisition is planned`}),` — a one-call iOS wrapper and a first-party Android\nbinding — so push will not require a third-party plugin. `,_jsx(_components.code,{children:`RegisterDeviceToken`}),` does not change\nwhen they land; only where the string comes from.`]})}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reminders your game schedules itself.`}),` Schedule a template to arrive later — “energy full in\n4 hours” — and cancel it if the player comes back 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{`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:` // The player came back first: cancel it with the id the schedule returned.`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:` if`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` (`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Pending`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`bSuccess`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:` \u0026\u0026`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:` 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Cancelling is idempotent.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`What the player has pending.`}),` `,_jsx(_components.code,{children:`GetScheduled()`}),` asks the server, so it sees reminders set before\na reinstall or on the player’s other device — not just the ones this install created.`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`10`,language:`cpp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default 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`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:`Pending`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`)`})]}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`{`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#C586C0`},children:` for`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` (`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#569CD6`},children:`const`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` FFlockScheduledNotification`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:`\u0026`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` Entry : `}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Pending`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Value`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Items`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`)`})]}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` {`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:` // Entry.Id is what Cancel Scheduled Notification takes.`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` }`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`});`})}),`\n`,_jsx(_components.span,{className:`line`}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// Cancels every pending reminder the player has, wherever it was set.`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Notifications`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`->`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`CancelAllScheduled`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`([](`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`TFlockResult`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`\u003c`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`int32`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`> `}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#9CDCFE`},children:`Result`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`) {`}),_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:` /* Result.Value cancelled */`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` });`})]}),`\n`]})})}),_jsxs(_components.p,{children:[`Pending is the default; pass `,_jsx(_components.code,{children:`FlockScheduledNotificationStatuses::Delivered`}),` or `,_jsx(_components.code,{children:`::Canceled`}),` to\nsee the others. In Blueprint this is `,_jsx(_components.strong,{children:`Flock Get Scheduled Notifications`}),`, whose `,_jsx(_components.code,{children:`Status`}),` pin\ndefaults to pending — feed it from the `,_jsx(_components.em,{children:`Flock Schedule Status`}),` nodes rather than typing a value,\nsince the wire spelling is the single-l `,_jsx(_components.code,{children:`canceled`}),`.`]}),_jsxs(_components.p,{children:[`The listing is `,_jsx(_components.strong,{children:`never cached`}),`: a reminder is delivered server-side with nothing to tell the\nclient, so a stored page would report one that has already fired as still pending. It needs a\nnetwork and a signed-in player.`]}),_jsxs(_components.p,{children:[_jsx(_components.code,{children:`GetPendingSchedules()`}),` remains as a synchronous, no-network fallback covering what `,_jsx(_components.em,{children:`this install`}),`\nscheduled — useful offline, but prefer `,_jsx(_components.code,{children:`GetScheduled`}),` when you can reach the server.\n`,_jsx(_components.code,{children:`CancelAllScheduled`}),` falls back to it only when the server read fails; the two are never merged.`]}),_jsxs(_components.p,{children:[`In Blueprint these are `,_jsx(_components.strong,{children:`Flock Get Scheduled Notifications`}),`, `,_jsx(_components.strong,{children:`Flock Cancel All Scheduled\nNotifications`}),` and `,_jsx(_components.strong,{children:`Flock Get Pending Schedules`}),`. The `,_jsx(_components.code,{children:`Status`}),` pin defaults to pending — feed it\nfrom the `,_jsx(_components.em,{children:`Flock Schedule Status`}),` nodes rather than typing a value, since the wire spelling is the\nsingle-l `,_jsx(_components.code,{children:`canceled`}),`. Get Pending Schedules is a plain callable node, not an async one: it makes no\nnetwork call.`]}),_jsx(Warning,{children:_jsxs(_components.p,{children:[`Use `,_jsx(_components.strong,{children:`Flock Cancel All Scheduled Notifications`}),` rather than looping `,_jsx(_components.em,{children:`Flock Cancel Scheduled\nNotification`}),` over a listing. A Blueprint ForEach fires every iteration in the same frame, and each\ncancel rewrites the stored pending list as it completes — so parallel cancels race, and the last\none to finish restores entries the others had already removed. The dedicated node walks them\nsequentially for exactly that reason.`]})}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reading the catalog.`}),` `,_jsx(_components.code,{children:`GetTemplates()`}),` lists the templates your game can schedule and\n`,_jsx(_components.code,{children:`GetTemplateByName(Name, Locale)`}),` fetches one. Both are game-scoped rather than per-player, so\nunlike the rest of this provider they work signed out.`]}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Reacting to arrivals.`}),` Two events on the hub save you diffing pages yourself:`]}),_jsx(CodeBlock,{filename:``,numberOfLines:`6`,language:`cpp`,children:_jsx(_components.pre,{className:`shiki shiki-themes github-light-default dark-plus`,style:{backgroundColor:`#ffffff`,\"--shiki-dark-bg\":`#0B0C0E`,color:`#1f2328`,\"--shiki-dark\":`#D4D4D4`},language:`cpp`,children:_jsxs(_components.code,{language:`cpp`,numberOfLines:`6`,children:[_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// In AMyActor's class, each handler is a UFUNCTION():`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// void HandleNotification(const FFlockNotification\u0026 Notification);`})}),`\n`,_jsx(_components.span,{className:`line`,children:_jsx(_components.span,{style:{color:`#6E7781`,\"--shiki-dark\":`#6A9955`},children:`// void HandleUnreadCount(int32 UnreadCount);`})}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`UFlockEvents`}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:`*`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:` Events `}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:`=`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:` UFlockSubsystem`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`::`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`Get`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0550AE`,\"--shiki-dark\":`#569CD6`},children:`this`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`)->`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`GetEvents`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`();`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Events`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`->`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`OnNotificationReceived`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`AddDynamic`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0550AE`,\"--shiki-dark\":`#569CD6`},children:`this`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`, `}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:`\u0026`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`AMyActor`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`::HandleNotification);`})]}),`\n`,_jsxs(_components.span,{className:`line`,children:[_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`Events`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`->`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#9CDCFE`},children:`OnUnreadCountChanged`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`.`}),_jsx(_components.span,{style:{color:`#8250DF`,\"--shiki-dark\":`#DCDCAA`},children:`AddDynamic`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`(`}),_jsx(_components.span,{style:{color:`#0550AE`,\"--shiki-dark\":`#569CD6`},children:`this`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`, `}),_jsx(_components.span,{style:{color:`#CF222E`,\"--shiki-dark\":`#D4D4D4`},children:`\u0026`}),_jsx(_components.span,{style:{color:`#953800`,\"--shiki-dark\":`#4EC9B0`},children:`AMyActor`}),_jsx(_components.span,{style:{color:`#1F2328`,\"--shiki-dark\":`#D4D4D4`},children:`::HandleUnreadCount);`})]}),`\n`]})})}),_jsxs(_components.p,{children:[_jsx(_components.code,{children:`OnNotificationReceived`}),` fires once per notification the SDK hasn’t surfaced before, oldest\nfirst. `,_jsx(_components.code,{children:`OnUnreadCountChanged`}),` fires whenever the server reports a count — an unread-count or\nsummary fetch, or a mark-all-read. Both ride the fetches your game already makes and add no\ntraffic: there is no realtime channel and the SDK deliberately does not poll, so “received”\nmeans `,_jsx(_components.em,{children:`first seen by a read`}),`. The first fetch after a fresh install is silent, so an existing\ninbox doesn’t arrive as a burst of events on launch.`]}),_jsx(Frame,{caption:`Keep an unread badge current: bind On Unread Count Changed once, at Begin Play.`,children:_jsx(OptimizedImage,{src:`https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=2bf89617afb86b290dc889524a789f85`,alt:`Event BeginPlay runs Bind Event to On Unread Count Changed, whose Target is Flock Get Events (a node with no execution pins), bound to an Unread Changed custom event whose Unread Count is converted to text (a small conversion node) into Print String`,\"data-og-width\":`831`,width:`831`,\"data-og-height\":`654`,height:`654`,\"data-path\":`images/sdk/unreal/notifications-unread-badge.png`,\"data-optimize\":`true`,\"data-opv\":`3`,srcset:`https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=280\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=4d893ad261c0c71dd2a331fa8a14456c 280w, https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=560\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=0686ffdceffa84aadc472748d7b2e5e2 560w, https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=840\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=9c5e93f2fe17ea54b2d0b81525bc9f99 840w, https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=1100\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=496c2664540fbe45f264bca7e6e03ead 1100w, https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=1650\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=366ecaf761d144e423fa623c49961d49 1650w, https://mintcdn.com/qwacks/MKbkfprdtExYWAeD/images/sdk/unreal/notifications-unread-badge.png?w=2500\u0026fit=max\u0026auto=format\u0026n=MKbkfprdtExYWAeD\u0026q=85\u0026s=5386a5ada457bf153b83b0f307fc77e6 2500w`})}),_jsxs(_components.p,{children:[_jsx(_components.strong,{children:`Blueprint.`}),` Every call above has a node — `,_jsx(_components.code,{children:`Flock Get Notifications`}),`, `,_jsx(_components.code,{children:`Flock Get Notification Summary`}),`, `,_jsx(_components.code,{children:`Flock Mark Notification Read`}),`, `,_jsx(_components.code,{children:`Flock Schedule Notification`}),`, `,_jsx(_components.code,{children:`Flock Register Device Token`}),`, and the rest — plus the helpers `,_jsx(_components.code,{children:`Is Read`}),`, `,_jsx(_components.code,{children:`Is Pending`}),`, `,_jsx(_components.code,{children:`Is Delivered`}),` and\n`,_jsx(_components.code,{children:`Is Canceled`}),`, which have no execution pins. 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