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

Detailed Description

Server-side management of player characters.

Query and manage characters owned by players. Characters define a player's chosen loadout type and equipped items. Use the server API to inspect or update a player's character state as part of gameplay logic running on the server.

See the LootLocker documentation.

Function Documentation

◆ EquipAssetToPlayerCharacterLoadoutByAssetIdAndAssetVariationId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetIdAndAssetVariationId ( int  PlayerID,
int  CharacterID,
int  AssetID,
int  AssetVariationID,
const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the loadout of specified player and character using an asset id and an asset variation id.

Parameters
PlayerIDThe ID of the player for whom to equip the asset instance
CharacterIDThe ID of the character on the specified player for whose loadout to equip the asset instance
AssetIDThe ID of the asset to equip to the specified player character's loadout
AssetVariationIDThe ID of the variation of the specified asset to equip to the specified player character'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

◆ EquipAssetToPlayerCharacterLoadoutByAssetIdAndRentalOptionId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetIdAndRentalOptionId ( int  PlayerID,
int  CharacterID,
int  AssetID,
int  RentalOptionID,
const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the loadout of specified player and character using an asset id and a rental option id.

Parameters
PlayerIDThe ID of the player for whom to equip the asset instance
CharacterIDThe ID of the character on the specified player for whose loadout to equip the asset instance
AssetIDThe ID of the asset to equip to the specified player character's loadout
RentalOptionIDThe ID of the rental option of the specified asset to equip to the specified player character'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

◆ EquipAssetToPlayerCharacterLoadoutByAssetInstanceId()

static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetInstanceId ( int  PlayerID,
int  CharacterID,
int  AssetInstanceID,
const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate OnCompletedRequest 
)
static

Equip an asset instance to the loadout of specified player and character using an asset instance id.

Parameters
PlayerIDThe ID of the player for whom to equip the asset instance
CharacterIDThe ID of the character on the specified player for whose loadout to equip the asset instance
AssetInstanceIDThe ID of the asset instance to equip to the specified player character'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

◆ GetPaginatedPlayerCharacterInventory()

static FString ULootLockerServerForCpp::GetPaginatedPlayerCharacterInventory ( int  PlayerID,
int  CharacterID,
int  Count,
int  After,
const FLootLockerServerGetCharacterInventoryResponseDelegate OnCompletedRequest 
)
static

Get a subset of the inventory for the specified player and character using pagination settings.

Parameters
PlayerIDThe ID of the player for whom to get the character inventory
CharacterIDThe ID of the character on the specified player for which 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

◆ GetPlayerCharacterInventory()

static FString ULootLockerServerForCpp::GetPlayerCharacterInventory ( int  PlayerID,
int  CharacterID,
const FLootLockerServerGetCharacterInventoryResponseDelegate OnCompletedRequest 
)
static

Get the inventory for the specified player and character.

Parameters
PlayerIDThe ID of the player for whom to get the character inventory
CharacterIDThe ID of the character on the specified player for which 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

◆ GetPlayerCharacterLoadout()

static FString ULootLockerServerForCpp::GetPlayerCharacterLoadout ( int  PlayerID,
int  CharacterID,
const FLootLockerServerGetCharacterLoadoutResponseDelegate OnCompletedRequest 
)
static

Get the full loadout for the specified player and character.

Parameters
PlayerIDThe ID of the player for whom to get the character loadout
CharacterIDThe ID of the character on the specified player for which 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

◆ GetPlayerCharacters()

static FString ULootLockerServerForCpp::GetPlayerCharacters ( int  PlayerID,
const FLootLockerServerGetPlayerCharacterResponseDelegate OnCompletedRequest 
)
static

List all characters for this player.

If your game uses heroes the characters underlaying the heroes will be listed too.

Parameters
PlayerIDThe ID of the player for whom to get the characters
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

◆ UnequipAssetFromPlayerCharacterLoadout()

static FString ULootLockerServerForCpp::UnequipAssetFromPlayerCharacterLoadout ( int  PlayerID,
int  CharacterID,
int  InstanceID,
const FLootLockerServerUnequipAssetFromCharacterLoadoutResponseDelegate OnCompletedRequest 
)
static

Unequip an asset instance from the loadout of specified player and character using the instance id.

Parameters
PlayerIDThe ID of the player for whom to unequip the asset instance
CharacterIDThe ID of the character on the specified player for whose loadout to unequip the asset instance
InstanceIDThe ID of the asset instance to unequip from the specified player character'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

Functions

static FString ULootLockerServerForCpp::GetPlayerCharacters (int PlayerID, const FLootLockerServerGetPlayerCharacterResponseDelegate &OnCompletedRequest)
 List all characters for this player.
 
static FString ULootLockerServerForCpp::GetPlayerCharacterInventory (int PlayerID, int CharacterID, const FLootLockerServerGetCharacterInventoryResponseDelegate &OnCompletedRequest)
 Get the inventory for the specified player and character.
 
static FString ULootLockerServerForCpp::GetPaginatedPlayerCharacterInventory (int PlayerID, int CharacterID, int Count, int After, const FLootLockerServerGetCharacterInventoryResponseDelegate &OnCompletedRequest)
 Get a subset of the inventory for the specified player and character using pagination settings.
 
static FString ULootLockerServerForCpp::GetPlayerCharacterLoadout (int PlayerID, int CharacterID, const FLootLockerServerGetCharacterLoadoutResponseDelegate &OnCompletedRequest)
 Get the full loadout for the specified player and character.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetInstanceId (int PlayerID, int CharacterID, int AssetInstanceID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the loadout of specified player and character using an asset instance id.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetIdAndAssetVariationId (int PlayerID, int CharacterID, int AssetID, int AssetVariationID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the loadout of specified player and character using an asset id and an asset variation id.
 
static FString ULootLockerServerForCpp::EquipAssetToPlayerCharacterLoadoutByAssetIdAndRentalOptionId (int PlayerID, int CharacterID, int AssetID, int RentalOptionID, const FLootLockerServerEquipAssetToCharacterLoadoutResponseDelegate &OnCompletedRequest)
 Equip an asset instance to the loadout of specified player and character using an asset id and a rental option id.
 
static FString ULootLockerServerForCpp::UnequipAssetFromPlayerCharacterLoadout (int PlayerID, int CharacterID, int InstanceID, const FLootLockerServerUnequipAssetFromCharacterLoadoutResponseDelegate &OnCompletedRequest)
 Unequip an asset instance from the loadout of specified player and character using the instance id.