LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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FLootLockerServerAssetWithoutPackageContent Struct Reference

#include <LootLockerServerAssetRequest.h>

Inheritance diagram for FLootLockerServerAssetWithoutPackageContent:
Collaboration diagram for FLootLockerServerAssetWithoutPackageContent:

Data Fields

int Id = 0
 The id of this asset.
 
FString Uuid = ""
 The uuid of this asset.
 
FString Ulid = ""
 The ulid of this asset.
 
FString Name = ""
 The name of this asset.
 
bool Active = false
 Whether this assset is active.
 
int Price = 0
 The price of this asset.
 
FString Sales_price = ""
 Optional: A sales price of this asset.
 
FString Display_price = ""
 A string representation of how to display the price in the game.
 
FString Shop_thumbnail = ""
 Path of the thumbnail to use in the shop for this asset.
 
FString Context = ""
 The name of the context this asset lives within.
 
int Context_id = 0
 The id of the context this asset lives within.
 
TArray< int > Character_classes
 List of the character classes that this asset applies to.
 
bool Detachable = false
 Whether this asset is detachable.
 
bool Purchasable = false
 Whether this asset is purchasable.
 
bool Initially_purchasable = false
 Whether this asset is initially purchaseble.
 
FString Updated = ""
 Timestamp of when this asset was last updated.
 
FString Marked_new = ""
 Optional: Timestamp of when this asset was marked new.
 
int Default_variation_id = 0
 The default variation id to use for this asset.
 
TArray< FLootLockerServerAssetVariationVariations
 List of variations applicable to this variation.
 
FString Description = ""
 Description for this asset.
 
bool Featured = false
 Whether this asset is featured.
 
bool Context_locked = false
 Whether this asset is context locked.
 
FString Unlocks_context = ""
 Optional: Whether this asset unlocks the context it refers to.
 
FLootLockerServerAssetRarity Rarity
 The rarity of this asset.
 
bool Popular = false
 Whether this asset is considered popular.
 
int Popularity_score = 0
 The popularity score of this asset.
 
bool Unique_instance = false
 Whether this asset is a unique instance.
 
TArray< FLootLockerServerAssetRentalOptionRental_options
 List of rental options configured for this asset.
 
TArray< FLootLockerServerAssetFileFiles
 List of files related to this asset.
 
TArray< FString > Data_entities
 Data entities configured for this asset.
 
FLootLockerServerAssetCandidateInformation Asset_candidate
 Author data of this asset.
 
FString Drop_table_max_picks = ""
 Optional: If configured for this asset, then this shows the max picks of this asset from drop tables.
 
TMap< FString, FString > Links
 Links related to this asset.
 
TArray< FLootLockerServerAssetStorageKeyValueSetStorage
 List of key values configured for this asset.
 
TArray< FLootLockerServerAssetHeroEquipExceptionHero_equip_exceptions
 List of equip exceptions configured for this asset.
 

Field Documentation

◆ Active

bool FLootLockerServerAssetWithoutPackageContent::Active = false

Whether this assset is active.

◆ Asset_candidate

FLootLockerServerAssetCandidateInformation FLootLockerServerAssetWithoutPackageContent::Asset_candidate

Author data of this asset.

If this game uses user generated content, and this asset is user generated then this property contains data on the author of this asset.

◆ Character_classes

TArray<int> FLootLockerServerAssetWithoutPackageContent::Character_classes

List of the character classes that this asset applies to.

◆ Context

FString FLootLockerServerAssetWithoutPackageContent::Context = ""

The name of the context this asset lives within.

◆ Context_id

int FLootLockerServerAssetWithoutPackageContent::Context_id = 0

The id of the context this asset lives within.

◆ Context_locked

bool FLootLockerServerAssetWithoutPackageContent::Context_locked = false

Whether this asset is context locked.

◆ Data_entities

TArray<FString> FLootLockerServerAssetWithoutPackageContent::Data_entities

Data entities configured for this asset.

◆ Default_variation_id

int FLootLockerServerAssetWithoutPackageContent::Default_variation_id = 0

The default variation id to use for this asset.

◆ Description

FString FLootLockerServerAssetWithoutPackageContent::Description = ""

Description for this asset.

◆ Detachable

bool FLootLockerServerAssetWithoutPackageContent::Detachable = false

Whether this asset is detachable.

◆ Display_price

FString FLootLockerServerAssetWithoutPackageContent::Display_price = ""

A string representation of how to display the price in the game.

◆ Drop_table_max_picks

FString FLootLockerServerAssetWithoutPackageContent::Drop_table_max_picks = ""

Optional: If configured for this asset, then this shows the max picks of this asset from drop tables.

This variable is optional meaning it may or may not exist, which is why it's a string. To get the value from it you should first check if it is valid (for example using .IsNumeric() and then get the value from it (for example using FCString::Atoi)

◆ Featured

bool FLootLockerServerAssetWithoutPackageContent::Featured = false

Whether this asset is featured.

◆ Files

TArray<FLootLockerServerAssetFile> FLootLockerServerAssetWithoutPackageContent::Files

List of files related to this asset.

◆ Hero_equip_exceptions

TArray<FLootLockerServerAssetHeroEquipException> FLootLockerServerAssetWithoutPackageContent::Hero_equip_exceptions

List of equip exceptions configured for this asset.

◆ Id

int FLootLockerServerAssetWithoutPackageContent::Id = 0

The id of this asset.

◆ Initially_purchasable

bool FLootLockerServerAssetWithoutPackageContent::Initially_purchasable = false

Whether this asset is initially purchaseble.

◆ Links

TMap<FString, FString> FLootLockerServerAssetWithoutPackageContent::Links

Links related to this asset.

◆ Marked_new

FString FLootLockerServerAssetWithoutPackageContent::Marked_new = ""

Optional: Timestamp of when this asset was marked new.

◆ Name

FString FLootLockerServerAssetWithoutPackageContent::Name = ""

The name of this asset.

◆ Popular

bool FLootLockerServerAssetWithoutPackageContent::Popular = false

Whether this asset is considered popular.

◆ Popularity_score

int FLootLockerServerAssetWithoutPackageContent::Popularity_score = 0

The popularity score of this asset.

◆ Price

int FLootLockerServerAssetWithoutPackageContent::Price = 0

The price of this asset.

◆ Purchasable

bool FLootLockerServerAssetWithoutPackageContent::Purchasable = false

Whether this asset is purchasable.

◆ Rarity

FLootLockerServerAssetRarity FLootLockerServerAssetWithoutPackageContent::Rarity

The rarity of this asset.

◆ Rental_options

TArray<FLootLockerServerAssetRentalOption> FLootLockerServerAssetWithoutPackageContent::Rental_options

List of rental options configured for this asset.

◆ Sales_price

FString FLootLockerServerAssetWithoutPackageContent::Sales_price = ""

Optional: A sales price of this asset.

If it is not null, then there is a sale for this item and this price should be used instead of Price

This variable is optional meaning it may or may not exist, which is why it's a string. To get the value from it you should first check if it is valid (for example using .IsNumeric() and then get the value from it (for example using FCString::Atoi)

◆ Shop_thumbnail

FString FLootLockerServerAssetWithoutPackageContent::Shop_thumbnail = ""

Path of the thumbnail to use in the shop for this asset.

◆ Storage

TArray<FLootLockerServerAssetStorageKeyValueSet> FLootLockerServerAssetWithoutPackageContent::Storage

List of key values configured for this asset.

◆ Ulid

FString FLootLockerServerAssetWithoutPackageContent::Ulid = ""

The ulid of this asset.

◆ Unique_instance

bool FLootLockerServerAssetWithoutPackageContent::Unique_instance = false

Whether this asset is a unique instance.

◆ Unlocks_context

FString FLootLockerServerAssetWithoutPackageContent::Unlocks_context = ""

Optional: Whether this asset unlocks the context it refers to.

This variable is optional meaning it may or may not exist, which is why it's a string. To get the value from it you should first check if it has a valid value and then you can (in code) use .ToBool() or (in blueprint) use a case insensitive string comparison for "true"

◆ Updated

FString FLootLockerServerAssetWithoutPackageContent::Updated = ""

Timestamp of when this asset was last updated.

◆ Uuid

FString FLootLockerServerAssetWithoutPackageContent::Uuid = ""

The uuid of this asset.

◆ Variations

TArray<FLootLockerServerAssetVariation> FLootLockerServerAssetWithoutPackageContent::Variations

List of variations applicable to this variation.