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LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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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.
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
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.
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. |
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.