LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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Asset Instances

Detailed Description

Server-side management of asset instances in players' inventories.

Grant, revoke, and query asset instances owned by players from the server. Instances are created when an asset is awarded and carry a unique Instance ID plus mutable per-instance state. This group covers server operations: listing a player's inventory, granting items, and inspecting rental states.

See the LootLocker documentation.

Function Documentation

◆ AddAssetToPlayerInventoryByAssetID()

static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetID ( int  PlayerID,
int  AssetID,
const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Add the specified asset to the specified player's inventory (grant the asset) using an asset id which will equip that asset's default variation If the request is successfull, the returned list contains all assets that were granted to the player.

Parameters
PlayerIDThe ID of the player for whom to add the asset
AssetIDThe ID of the asset to add to the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AddAssetToPlayerInventoryByAssetIDAndRentalOptionID()

static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetIDAndRentalOptionID ( int  PlayerID,
int  AssetID,
int  RentalOptionID,
const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Add the specified asset to the specified player's inventory (grant the asset) by specyfiying an asset id and which rental option id of the asset to equip If the request is successfull, the returned list contains all assets that were granted to the player.

Parameters
PlayerIDThe ID of the player for whom to add the asset
AssetIDThe ID of the asset to add to the specified player's inventory
RentalOptionIDThe ID of the specific rental option of the specified asset to add to the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AddAssetToPlayerInventoryByAssetIDAndVariationID()

static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetIDAndVariationID ( int  PlayerID,
int  AssetID,
int  VariationID,
const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Add the specified asset to the specified player's inventory (grant the asset) by specifiying an asset id and which variation id of the asset to equip If the request is successfull, the returned list contains all assets that were granted to the player.

Parameters
PlayerIDThe ID of the player for whom to add the asset
AssetIDThe ID of the asset to add to the specified player's inventory
VariationIDThe ID of the specific variation of the specified asset to add to the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AddKeyValuePairToAssetInstance()

static FString ULootLockerServerForCpp::AddKeyValuePairToAssetInstance ( int  PlayerID,
int  AssetInstanceID,
const FString  Key,
FString  Value,
const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate OnCompletedRequest 
)
static

Create a key value pair on the specified asset instance.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe id of the asset instance on this player for which to complete the operation
KeyThe key to add
ValueThe value to set for the added key
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AlterPlayerInventoryAddAssetsByAssetID()

static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetID ( int  PlayerID,
const TArray< FLootLockerServerAssetByAssetIdRequest > &  AssetsToAdd,
const TArray< int >  AssetsToRemove,
const FLootLockerServerAlterPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset id's for which the default variation will be used If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.

Parameters
PlayerIDThe ID of the player for whom to alter the inventory
AssetsToAddA list of assets to add to the specified player's inventory
AssetsToRemoveA list of asset instance id's of assets to remove from the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID()

static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID ( int  PlayerID,
const TArray< FLootLockerServerAssetByAssetIdAndRentalOptionIdRequest > &  AssetsToAdd,
const TArray< int >  AssetsToRemove,
const FLootLockerServerAlterPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset ids and rental option ids of those assets to use If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.

Parameters
PlayerIDThe ID of the player for whom to alter the inventory
AssetsToAddA list of assets to add to the specified player's inventory
AssetsToRemoveA list of asset instance id's of assets to remove from the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ AlterPlayerInventoryAddAssetsByAssetIDAndVariationID()

static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetIDAndVariationID ( int  PlayerID,
const TArray< FLootLockerServerAssetByAssetIdAndVariationIdRequest > &  AssetsToAdd,
const TArray< int >  AssetsToRemove,
const FLootLockerServerAlterPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset ids and variation ids of those assets to use If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.

Parameters
PlayerIDThe ID of the player for whom to alter the inventory
AssetsToAddA list of assets to add to the specified player's inventory
AssetsToRemoveA list of asset instance id's of assets to remove from the specified player's inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ DeleteKeyValuePairFromAssetInstanceById()

static FString ULootLockerServerForCpp::DeleteKeyValuePairFromAssetInstanceById ( int  PlayerID,
int  AssetInstanceID,
int  KeyValuePairID,
const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate OnCompletedRequest 
)
static

Delete a key value pair from the specified asset instance by key value pair id.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe id of the asset instance on this player for which to complete the operation
KeyValuePairIDThe ID of the specific key value pair to delete
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ EquipAssetToPlayerLoadoutByAssetId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetId ( int  PlayerID,
int  AssetID,
const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the specified player's default character's loadout using an asset id which will equip that asset's default variation If the request is successfull, the returned list contains the full loadout.

Parameters
PlayerIDThe ID of the player for whom to equip the asset
AssetIDThe ID of the asset to equip to the specified player's loadout
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId ( int  PlayerID,
int  AssetID,
int  AssetVariationID,
const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the specified player's default character's loadout by specifiying an asset id and which variation id of the asset to equip If the request is successfull, the returned list contains the full loadout.

Parameters
PlayerIDThe ID of the player for whom to equip the asset
AssetIDThe ID of the asset to equip to the specified player's loadout
AssetVariationIDThe ID of the variation of the specified asset to equip to the specified player's loadout
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId ( int  PlayerID,
int  AssetID,
int  RentalOptionID,
const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the specified player's default character's loadout by specyfiying an asset id and which rental option id of the asset to equip If the request is successfull, the returned list contains the full loadout.

Parameters
PlayerIDThe ID of the player for whom to equip the asset
AssetIDThe ID of the asset to equip to the specified player's loadout
RentalOptionIDThe ID of the rental option of the specified asset to equip to the specified player's loadout
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ EquipAssetToPlayerLoadoutByAssetInstanceId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetInstanceId ( int  PlayerID,
int  AssetInstanceID,
const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip the specified asset instance to the specified player's default character's loadout If the request is successfull, the returned list contains the full loadout.

Parameters
PlayerIDThe ID of the player for whom to equip the asset
AssetInstanceIDThe Instance ID of the asset to equip to the specified player's loadout
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetAssetInstanceKeyValuePairFromAssetInstanceById()

static FString ULootLockerServerForCpp::GetAssetInstanceKeyValuePairFromAssetInstanceById ( int  PlayerID,
int  AssetInstanceID,
int  KeyValuePairID,
const FLootLockerServerAssetInstanceKeyValuePairItemResponseDelegate OnCompletedRequest 
)
static

Get a single Key Value Pair from the specified asset instance by key value pair id.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe ID of the asset instance on this player for which to complete the operation
KeyValuePairIDThe ID of the specific key value pair to get
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetKeyValuePairsFromAssetInstance()

static FString ULootLockerServerForCpp::GetKeyValuePairsFromAssetInstance ( int  PlayerID,
int  AssetInstanceID,
const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate OnCompletedRequest 
)
static

Get a list of key value pairs from the specified asset instance.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe id of the asset instance on this player for which to complete the operation
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetPaginatedPlayerInventory()

static FString ULootLockerServerForCpp::GetPaginatedPlayerInventory ( int  PlayerID,
int  Count,
int  After,
const FLootLockerServerGetPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Get the specified player's default character's inventory according to the specified pagination parameters.

Parameters
PlayerIDThe ID of the player for whom to get the inventory
CountThe number of inventory items to get. Must be a value between 1 and 200
AfterThe id of the inventory item from where to start getting inventory items (non inclusive). Set to 0 to start from the first item
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetPlayerInventory()

static FString ULootLockerServerForCpp::GetPlayerInventory ( int  PlayerID,
const FLootLockerServerGetPlayerInventoryResponseDelegate OnCompletedRequest 
)
static

Get the specified player's default character's inventory.

Parameters
PlayerIDThe ID of the player for whom to get the inventory
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetPlayerLoadout()

static FString ULootLockerServerForCpp::GetPlayerLoadout ( int  PlayerID,
const FLootLockerServerGetPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Get the specified player's default character's loadout.

Parameters
PlayerIDThe ID of the player for whom to get the loadout
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetUniversalInventory()

static FString ULootLockerServerForCpp::GetUniversalInventory ( const FLootLockerServerGetUniversalInventoryResponseDelegate OnCompletedRequest)
static

Get a list of assets that are available for all player's in the game.

Parameters
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ UnequipAssetFromPlayerLoadout()

static FString ULootLockerServerForCpp::UnequipAssetFromPlayerLoadout ( int  PlayerID,
int  InstanceID,
const FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate OnCompletedRequest 
)
static

Unequip an asset instance from the specified player's default character's loadout If the request is successfull, the returned list contains the full loadout.

Parameters
PlayerIDThe ID of the player for whom to unequip the asset
InstanceIDThe Instance ID of the asset in the specified player's loadout to unequip
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ UpdateKeyValuePairOnAssetInstanceById()

static FString ULootLockerServerForCpp::UpdateKeyValuePairOnAssetInstanceById ( int  PlayerID,
int  AssetInstanceID,
int  KeyValuePairID,
const FString  Key,
FString  Value,
const FLootLockerServerAssetInstanceKeyValuePairItemResponseDelegate OnCompletedRequest 
)
static

Update a single key value pair on the specified asset instance by key value pair id.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe id of the asset instance on this player for which to complete the operation
KeyValuePairIDThe ID of the specific key value pair to update
KeyThe key to set for the key value pair
ValueThe value to set for the updated key
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ UpdateKeyValuePairsOnAssetInstance()

static FString ULootLockerServerForCpp::UpdateKeyValuePairsOnAssetInstance ( int  PlayerID,
int  AssetInstanceID,
TArray< FLootLockerServerAssetStorageKeyValueSet KeyValuePairs,
const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate OnCompletedRequest 
)
static

Create or update a list of key value pairs on the specified asset instance.

Parameters
PlayerIDThe player ID of the player that this player asset instance belongs to
AssetInstanceIDThe id of the asset instance on this player for which to complete the operation
KeyValuePairsA list of key value pairs to update
OnCompletedRequestDelegate for handling the server response
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

Functions

static FString ULootLockerServerForCpp::GetUniversalInventory (const FLootLockerServerGetUniversalInventoryResponseDelegate &OnCompletedRequest)
 Get a list of assets that are available for all player's in the game.
 
static FString ULootLockerServerForCpp::GetPlayerInventory (int PlayerID, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest)
 Get the specified player's default character's inventory.
 
static FString ULootLockerServerForCpp::GetPaginatedPlayerInventory (int PlayerID, int Count, int After, const FLootLockerServerGetPlayerInventoryResponseDelegate &OnCompletedRequest)
 Get the specified player's default character's inventory according to the specified pagination parameters.
 
static FString ULootLockerServerForCpp::GetPlayerLoadout (int PlayerID, const FLootLockerServerGetPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Get the specified player's default character's loadout.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetId (int PlayerID, int AssetID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the specified player's default character's loadout using an asset id which will equip that asset's default variation If the request is successfull, the returned list contains the full loadout.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetInstanceId (int PlayerID, int AssetInstanceID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Equip the specified asset instance to the specified player's default character's loadout If the request is successfull, the returned list contains the full loadout.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetIdAndAssetVariationId (int PlayerID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the specified player's default character's loadout by specifiying an asset id and which variation id of the asset to equip If the request is successfull, the returned list contains the full loadout.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerLoadoutByAssetIdAndRentalOptionId (int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the specified player's default character's loadout by specyfiying an asset id and which rental option id of the asset to equip If the request is successfull, the returned list contains the full loadout.
 
static FString ULootLockerServerForCpp::UnequipAssetFromPlayerLoadout (int PlayerID, int InstanceID, const FLootLockerServerUnequipAssetFromPlayerLoadoutResponseDelegate &OnCompletedRequest)
 Unequip an asset instance from the specified player's default character's loadout If the request is successfull, the returned list contains the full loadout.
 
static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetID (int PlayerID, int AssetID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
 Add the specified asset to the specified player's inventory (grant the asset) using an asset id which will equip that asset's default variation If the request is successfull, the returned list contains all assets that were granted to the player.
 
static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetIDAndVariationID (int PlayerID, int AssetID, int VariationID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
 Add the specified asset to the specified player's inventory (grant the asset) by specifiying an asset id and which variation id of the asset to equip If the request is successfull, the returned list contains all assets that were granted to the player.
 
static FString ULootLockerServerForCpp::AddAssetToPlayerInventoryByAssetIDAndRentalOptionID (int PlayerID, int AssetID, int RentalOptionID, const FLootLockerServerAddAssetToPlayerInventoryResponseDelegate &OnCompletedRequest)
 Add the specified asset to the specified player's inventory (grant the asset) by specyfiying an asset id and which rental option id of the asset to equip If the request is successfull, the returned list contains all assets that were granted to the player.
 
static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
 Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset id's for which the default variation will be used If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.
 
static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetIDAndVariationID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndVariationIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
 Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset ids and variation ids of those assets to use If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.
 
static FString ULootLockerServerForCpp::AlterPlayerInventoryAddAssetsByAssetIDAndRentalOptionID (int PlayerID, const TArray< FLootLockerServerAssetByAssetIdAndRentalOptionIdRequest > &AssetsToAdd, const TArray< int > AssetsToRemove, const FLootLockerServerAlterPlayerInventoryResponseDelegate &OnCompletedRequest)
 Bulk add (grant) and/or remove assets to/from the specified player's inventory Add assets by supplying a list of asset ids and rental option ids of those assets to use If the request is successfull, the return will contain two lists; one specifying the id's of all the assets that were removed, one specifying all added assets.
 
static FString ULootLockerServerForCpp::GetKeyValuePairsFromAssetInstance (int PlayerID, int AssetInstanceID, const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate &OnCompletedRequest)
 Get a list of key value pairs from the specified asset instance.
 
static FString ULootLockerServerForCpp::GetAssetInstanceKeyValuePairFromAssetInstanceById (int PlayerID, int AssetInstanceID, int KeyValuePairID, const FLootLockerServerAssetInstanceKeyValuePairItemResponseDelegate &OnCompletedRequest)
 Get a single Key Value Pair from the specified asset instance by key value pair id.
 
static FString ULootLockerServerForCpp::AddKeyValuePairToAssetInstance (int PlayerID, int AssetInstanceID, const FString Key, FString Value, const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate &OnCompletedRequest)
 Create a key value pair on the specified asset instance.
 
static FString ULootLockerServerForCpp::UpdateKeyValuePairsOnAssetInstance (int PlayerID, int AssetInstanceID, TArray< FLootLockerServerAssetStorageKeyValueSet > KeyValuePairs, const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate &OnCompletedRequest)
 Create or update a list of key value pairs on the specified asset instance.
 
static FString ULootLockerServerForCpp::UpdateKeyValuePairOnAssetInstanceById (int PlayerID, int AssetInstanceID, int KeyValuePairID, const FString Key, FString Value, const FLootLockerServerAssetInstanceKeyValuePairItemResponseDelegate &OnCompletedRequest)
 Update a single key value pair on the specified asset instance by key value pair id.
 
static FString ULootLockerServerForCpp::DeleteKeyValuePairFromAssetInstanceById (int PlayerID, int AssetInstanceID, int KeyValuePairID, const FLootLockerServerAssetInstanceKeyValuePairsListResponseDelegate &OnCompletedRequest)
 Delete a key value pair from the specified asset instance by key value pair id.