text: // This is automatically generated by PlayFab SDKGenerator. DO NOT modify this manually!
  #include "PlayFabProxyPrivatePCH.h"
  #include "PFClientLogEvent.h"
  
  UPFClientLogEvent::UPFClientLogEvent(const FObjectInitializer& ObjectInitializer)
  	: Super(ObjectInitializer)
  	, SuccessDelegate(PlayFab::UPlayFabClientAPI::FLogEventDelegate::CreateUObject(this, &ThisClass::OnSuccessCallback))
  	, ErrorDelegate(PlayFab::FPlayFabErrorDelegate::CreateUObject(this, &ThisClass::OnErrorCallback))
  {
  }
  
  UPFClientLogEvent* UPFClientLogEvent::LogEvent(UObject* WorldContextObject, class APlayerController* PlayerController , const FDateTime& InTimestamp, const FString& InEventName, const bool& InProfileSetEvent)
  {
  	UPFClientLogEvent* Proxy = NewObject<UPFClientLogEvent>();
   	//Proxy->PlayerControllerWeakPtr = PlayerController;
  	
  	Proxy->Request.EventName = InEventName;
  	
  	Proxy->Request.ProfileSetEvent = InProfileSetEvent;
  	
  
   	//Proxy->WorldContextObject = WorldContextObject;
  	return Proxy;
  }
  
  void UPFClientLogEvent::Activate()
  {
  	// grab the module, so we can get a valid pointer to the client API 
  	PlayFabClientPtr ClientAPI = IPlayFabModuleInterface::Get().GetClientAPI();
  
  	bool CallResult = false;
  
  	if(ClientAPI.IsValid())
  	{	
  		CallResult = ClientAPI->LogEvent(Request, SuccessDelegate, ErrorDelegate);
  	}
  
  	if(CallResult == false)
  	{
  		OnFailure.Broadcast();
  	}
  }
  
  
  //////////////////////////////////////////////////////////////////////////
  // Delegate handles
  void UPFClientLogEvent::OnSuccessCallback(const PlayFab::ClientModels::FLogEventResult& Result)
  {
  	OnSuccess.Broadcast();
  }
  
  void UPFClientLogEvent::OnErrorCallback(const PlayFab::FPlayFabError& InError)
  {
  	OnFailure.Broadcast();	
  }
  