#include <LootLockerServerPlayerInventoryRequest.h>
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| static FString | GetUniversalInventory (const FLootLockerServerGetUniversalInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | GetPlayerInventory (int PlayerID, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | GetPaginatedPlayerInventory (int PlayerID, int Count, int After, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | GetPlayerLoadout (int PlayerID, const FLootLockerServerGetPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerLoadoutByAssetId (int PlayerID, int AssetID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerLoadoutByAssetInstanceId (int PlayerID, int AssetInstanceID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId (int PlayerID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId (int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | UnequipAssetFromPlayerLoadout (int PlayerID, int InstanceID, const FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate &OnCompletedRequest) |
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| static FString | AddAssetToPlayerInventoryByAssetID (int PlayerID, int AssetID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | AddAssetToPlayerInventoryByAssetIDAndVariationID (int PlayerID, int AssetID, int VariationID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | AddAssetToPlayerInventoryByAssetIDAndRentalOptionID (int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | AlterPlayerInventoryAddAssetsByAssetID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | AlterPlayerInventoryAddAssetsByAssetIDAndVariationID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndVariationIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest) |
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| static FString | AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndRentalOptionIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest) |
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◆ ULootLockerServerPlayerInventoryRequest()
| ULootLockerServerPlayerInventoryRequest::ULootLockerServerPlayerInventoryRequest |
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◆ AddAssetToPlayerInventoryByAssetID()
◆ AddAssetToPlayerInventoryByAssetIDAndRentalOptionID()
◆ AddAssetToPlayerInventoryByAssetIDAndVariationID()
◆ AlterPlayerInventoryAddAssetsByAssetID()
◆ AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID()
◆ AlterPlayerInventoryAddAssetsByAssetIDAndVariationID()
◆ EquipAssetToPlayerLoadoutByAssetId()
◆ EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId()
◆ EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId()
◆ EquipAssetToPlayerLoadoutByAssetInstanceId()
◆ GetPaginatedPlayerInventory()
◆ GetPlayerInventory()
◆ GetPlayerLoadout()
◆ GetUniversalInventory()
◆ UnequipAssetFromPlayerLoadout()