void UPFServerGetAllSegments::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->GetAllSegments(SuccessDelegate, ErrorDelegate);
	}

	if(CallResult == false)
	{
		FBPServerGetAllSegmentsResult BPResult;
 		OnFailure.Broadcast(BPResult);
	}
}
void UPFServerSubtractUserVirtualCurrency::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->SubtractUserVirtualCurrency(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);
	}
}
void UPFServerGetUserPublisherReadOnlyData::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->GetUserPublisherReadOnlyData(Request, SuccessDelegate, ErrorDelegate);
	}

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