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LootLocker Unreal Server SDK 6.5.0
Server-side backend SDK for Unreal Engine
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#include <LootLockerServerPlayerInventoryRequest.h>

Data Fields | |
| int | Universal_id = 0 |
| The universal id of this item. | |
| FString | Variation_id = "" |
| Optional: This item's variation id. | |
| FString | Rental_option_id = "" |
| Optional: This item's rental option id. | |
| FString | Acquisition_source = "" |
| The acquisition source for this item. | |
| FLootLockerServerAsset | Asset |
| The asset this item refers to. | |
| FLootLockerServerPlayerItemRentalData | Rental |
| Information about this items rental state. | |
| FString FLootLockerServerUniversalInventoryItem::Acquisition_source = "" |
The acquisition source for this item.
| FLootLockerServerAsset FLootLockerServerUniversalInventoryItem::Asset |
The asset this item refers to.
| FLootLockerServerPlayerItemRentalData FLootLockerServerUniversalInventoryItem::Rental |
Information about this items rental state.
| FString FLootLockerServerUniversalInventoryItem::Rental_option_id = "" |
Optional: This item's rental option id.
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)
| int FLootLockerServerUniversalInventoryItem::Universal_id = 0 |
The universal id of this item.
| FString FLootLockerServerUniversalInventoryItem::Variation_id = "" |
Optional: This item's variation id.
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)