void UPFServerMoveItemToCharacterFromUser::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->MoveItemToCharacterFromUser(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		OnFailure.Broadcast();
	}
}
void UPFServerUpdateUserInventoryItemCustomData::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->UpdateUserInventoryItemCustomData(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		OnFailure.Broadcast();
	}
}
void UPFServerRemoveSharedGroupMembers::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->RemoveSharedGroupMembers(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		OnFailure.Broadcast();
	}
}
void UPFServerGetPlayFabIDsFromFacebookIDs::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->GetPlayFabIDsFromFacebookIDs(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		FBPServerGetPlayFabIDsFromFacebookIDsResult BPResult;
 		OnFailure.Broadcast(BPResult);
	}
}
void UPFServerAddUserVirtualCurrency::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->AddUserVirtualCurrency(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		FBPServerModifyUserVirtualCurrencyResult BPResult;
 		OnFailure.Broadcast(BPResult);
	}
}
void UPFServerWriteCharacterEvent::Activate()
{
	// grab the module, so we can get a valid pointer to the client API 
	PlayFabServerPtr ServerAPI = IPlayFabModuleInterface::Get().GetServerAPI();

	bool CallResult = false;

	if(ServerAPI.IsValid())
	{	
		CallResult = ServerAPI->WriteCharacterEvent(Request, SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		FBPServerWriteEventResponse BPResult;
 		OnFailure.Broadcast(BPResult);
	}
}