LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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LootLockerServerTriggerRequest.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5#include "CoreMinimal.h"
8
9#include "LootLockerServerTriggerRequest.generated.h"
10
11//==================================================
12// Data Type Definitions
13//==================================================
14
15USTRUCT(BlueprintType)
17{
18 GENERATED_BODY()
22 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
23 int Level = 0;
27 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
28 bool Is_prestige = false;
32 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
33 int XP_threshold = 0;
34
35};
36
37USTRUCT(BlueprintType)
39{
40 GENERATED_BODY()
41
42
45 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
46 int Previous = 0;
50 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
51 int Current = 0;
52};
53
54USTRUCT(BlueprintType)
56{
57 GENERATED_BODY()
58};
59
60//==================================================
61// Request Definitions
62//==================================================
63
64USTRUCT(BlueprintType)
66{
67 GENERATED_BODY()
71 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
72 FString Name = "";
76 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
77 int Player_id = 0;
78};
79
80//==================================================
81// Response Definitions
82//==================================================
83
84USTRUCT(BlueprintType)
86{
87 GENERATED_BODY()
88
89
92 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
97 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
102 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLockerServer")
103 TArray<FLootLockerServerTriggeredAsset> Granted_assets;
104};
105
106//==================================================
107// C++ Delegate Definitions
108//==================================================
109
110/*
111 C++ response delegate for invoking a trigger
112 */
114
119UCLASS()
120class LOOTLOCKERSERVERSDK_API ULootLockerServerTriggerRequest : public UObject
121{
122 GENERATED_BODY()
123 public:
125
126 static FString InvokeTriggerForPlayer(FString TriggerName, int PlayerId, const FLootLockerServerInvokeTriggerResponseDelegate& OnCompletedRequest);
127};
void(* FLootLockerServerInvokeTriggerResponseDelegate)(FLootLockerServerInvokeTriggerResponse)
Definition LootLockerServerTriggerRequest.h:113
Definition LootLockerServerTriggerRequest.h:121
static FString InvokeTriggerForPlayer(FString TriggerName, int PlayerId, const FLootLockerServerInvokeTriggerResponseDelegate &OnCompletedRequest)
Definition LootLockerServerAssetRequest.h:468
Definition LootLockerServerTriggerRequest.h:66
Definition LootLockerServerTriggerRequest.h:86
The base response for all LootLocker Server responses.
Definition LootLockerServerResponse.h:67
Definition LootLockerServerTriggerRequest.h:56
Definition LootLockerServerTriggerRequest.h:17
Definition LootLockerServerTriggerRequest.h:39