LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLocker Unreal Server SDK — API Reference

LootLocker is a game backend-as-a-service that ships fully-managed, cross-platform systems so your team can focus on making the game instead of maintaining infrastructure. This reference covers every public method and type in the server-side C++ SDK.

The Server SDK runs on your game server or trusted backend and authenticates with a Server API Key. Use it to manage players, award items and currency, fire triggers, and interact with leaderboards authoritatively — without trusting the game client.


Quick Start

1. Install

Add the plugin to your server project's Plugins/ folder. Enable the LootLockerServerSDK plugin in Edit → Plugins.

2. Configure

Open Edit → Project Settings → LootLocker Server SDK and paste your Server API Key from the LootLocker console.

3. Start a session

FLootLockerServerAuthResponseDelegate::CreateLambda([](FLootLockerServerAuthenticationResponse Response)
{
if (!Response.Success)
{
UE_LOG(LogTemp, Warning, TEXT("Server session failed: %s"), *Response.ErrorData.Message);
return;
}
UE_LOG(LogTemp, Log, TEXT("Server session started"));
})
);
static FString StartSession(const FLootLockerServerAuthResponseDelegate &OnCompletedRequest)
Definition LootLockerServerAuthRequest.h:25
bool Success
True if the request succeeded.
Definition LootLockerServerResponse.h:72

All SDK calls are static methods on the request handler classes and return results asynchronously via a delegate callback whose first argument derives from FLootLockerServerResponse. Check Response.Success before accessing the payload fields.


Navigating This Reference

The Topics tab (left sidebar or top nav) is the recommended entry point. Methods are grouped by feature — start there to find everything related to a particular system without needing to know which class or file it lives in.

Topic What it covers
Initialization Configure and start a server session before calling any other API.
Authentication Start and manage a server session with the LootLocker backend.
Token Exchange Exchange player-held game API tokens for use on the server.
Player Manage player profiles and accounts from the server.
Player Files Server-side management of CDN-backed files scoped to a player's profile.
Player Storage Server-side read and write of a player's persistent key-value store.
Friends Query and manage player friend lists from the server.
Connected Accounts Server-side management of linked platform accounts.
Hero Server-side management of player hero instances.
Characters Server-side management of player characters.
Currency Query virtual currency types from the server.
Balances Read and adjust player currency balances from the server.
Drop Tables Server-side evaluation and claiming of weighted loot rolls.
Assets Browse the asset catalogue from the server.
Asset Instances Server-side management of asset instances in players' inventories.
Player Progressions Award and query player progression tiers from the server.
Character Progressions Award and query per-character progression tiers from the server.
Asset Instance Progressions Award and query progression tiers for a specific asset instance.
Progressions Definitions and infrastructure shared across all progression types.
Leaderboards Submit and read leaderboard scores from the server.
Triggers Fire named trigger events on behalf of players from the server.
Metadata Attach and retrieve typed key-value metadata on LootLocker entities.
Notifications Create and manage player event notifications from the server.

Response Conventions

Every callback receives a response struct deriving from FLootLockerServerResponse :

Field Type Meaning
Success bool true when the request completed without error
StatusCode int HTTP status code
ErrorData FLootLockerServerErrorData Detail when Success == false
FullTextFromServer FString Raw JSON body for debugging

Always check Response.Success before reading payload fields.


Useful Links