#include <LootLockerServerHeroRequest.h>
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| static FString | GetPlayerHeroes (int PlayerID, const FLootLockerServerGetPlayerHeroResponseDelegate &OnCompletedRequest) |
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| static FString | GetPlayerHeroInventory (int PlayerID, int HeroID, const FLootLockerServerGetHeroInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | GetPaginatedPlayerHeroInventory (int PlayerID, int HeroID, int Count, int After, const FLootLockerServerGetHeroInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | GetPlayerHeroLoadout (int PlayerID, int HeroID, const FLootLockerServerGetHeroLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerHeroLoadoutByAssetInstanceId (int PlayerID, int HeroID, int AssetInstanceID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerHeroLoadoutByAssetIdAndAssetVariationId (int PlayerID, int HeroID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerHeroLoadoutByAssetIdAndRentalOptionId (int PlayerID, int HeroID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToHeroLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | UnequipAssetFromPlayerHeroLoadout (int PlayerID, int HeroID, int InstanceID, const FLootLockerServerUnequipAssetFromHeroLoadoutResponseDelegate &OnCompletedRequest) |
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◆ ULootLockerServerHeroRequest()
| ULootLockerServerHeroRequest::ULootLockerServerHeroRequest |
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◆ EquipAssetToPlayerHeroLoadoutByAssetIdAndAssetVariationId()
◆ EquipAssetToPlayerHeroLoadoutByAssetIdAndRentalOptionId()
◆ EquipAssetToPlayerHeroLoadoutByAssetInstanceId()
◆ GetPaginatedPlayerHeroInventory()
◆ GetPlayerHeroes()
◆ GetPlayerHeroInventory()
◆ GetPlayerHeroLoadout()
◆ UnequipAssetFromPlayerHeroLoadout()