LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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Assets

Detailed Description

Browse the asset catalogue from the server.

List and filter the reference assets defined in the LootLocker console — cosmetics, weapons, game configs, loot boxes, and more. For player-owned copies see Asset Instances.

See the LootLocker documentation.

Function Documentation

◆ GetAssets()

static FString ULootLockerServerForCpp::GetAssets ( const FLootLockerServerGetAssetsResponseDelegate OnCompletedRequest,
bool  IncludeUGC = false 
)
static

List all the assets from this game Note that this is a paginated call and it will likely require multiple calls to LootLocker with a parameter for every call except the first to step forward in the results.

Up to 200 (the default limit is 50 though) assets are returned at a time, and to fetch the next page you have to use the largest ID you've gotten returned in the previous response

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

◆ GetAssetsByContext()

static FString ULootLockerServerForCpp::GetAssetsByContext ( int  Count,
int  After,
int  Context,
const FLootLockerServerGetAssetsResponseDelegate OnCompletedRequest,
bool  IncludeUGC = false 
)
static

Get all assets for a context.

Parameters
CountThe number of assets to get. Must be a value between 1 and 200
AfterThe id of the asset from where to start getting assets (non inclusive). Set to 0 to start from the first item
ContextThe context id to filter by
OnCompletedRequestDelegate for handling the server response
IncludeUGCOptional: Include user generated assets
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetPaginatedAssets()

static FString ULootLockerServerForCpp::GetPaginatedAssets ( int  Count,
int  After,
const FLootLockerServerGetAssetsResponseDelegate OnCompletedRequest,
bool  IncludeUGC = false 
)
static

List a set of assets from this game according to the supplied pagination options Note that this is a paginated call and it will likely require multiple calls to LootLocker with a parameter for every call except the first to step forward in the results.

Up to 200 (the default limit is 50 though) assets are returned at a time, and to fetch the next page you have to use the largest ID you've gotten returned in the previous response

Parameters
CountThe number of assets to get. Must be a value between 1 and 200
AfterThe id of the asset from where to start getting assets (non inclusive). Set to 0 to start from the first item
OnCompletedRequestDelegate for handling the server response
IncludeUGCOptional: Include user generated assets
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::GetAssets (const FLootLockerServerGetAssetsResponseDelegate &OnCompletedRequest, bool IncludeUGC=false)
 List all the assets from this game Note that this is a paginated call and it will likely require multiple calls to LootLocker with a parameter for every call except the first to step forward in the results.
 
static FString ULootLockerServerForCpp::GetPaginatedAssets (int Count, int After, const FLootLockerServerGetAssetsResponseDelegate &OnCompletedRequest, bool IncludeUGC=false)
 List a set of assets from this game according to the supplied pagination options Note that this is a paginated call and it will likely require multiple calls to LootLocker with a parameter for every call except the first to step forward in the results.
 
static FString ULootLockerServerForCpp::GetAssetsByContext (int Count, int After, int Context, const FLootLockerServerGetAssetsResponseDelegate &OnCompletedRequest, bool IncludeUGC=false)
 Get all assets for a context.