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LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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#include <LootLockerServerHeroRequest.h>
Data Fields | |
| bool | Is_rental = false |
| Whether this item is a rental item. | |
| FString | Time_left = "" |
| Optional: How much time (in seconds) that is left before this rental item expires. | |
| FString | Duration = "" |
| Optional: Total duration (in seconds) that this rental item is rented for. | |
| FString | Is_active = "" |
| Optional: Whether this rental item is currently active. | |
| FString FLootLockerServerPlayerHeroItemRentalData::Duration = "" |
Optional: Total duration (in seconds) that this rental item is rented for.
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)
| FString FLootLockerServerPlayerHeroItemRentalData::Is_active = "" |
Optional: Whether this rental item is currently active.
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"
| bool FLootLockerServerPlayerHeroItemRentalData::Is_rental = false |
Whether this item is a rental item.
| FString FLootLockerServerPlayerHeroItemRentalData::Time_left = "" |
Optional: How much time (in seconds) that is left before this rental item expires.
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)