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

#include <LootLockerServerPlayerInventoryRequest.h>

Collaboration diagram for FLootLockerServerUniversalInventoryItem:

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.
 

Field Documentation

◆ Acquisition_source

FString FLootLockerServerUniversalInventoryItem::Acquisition_source = ""

The acquisition source for this item.

◆ Asset

FLootLockerServerAsset FLootLockerServerUniversalInventoryItem::Asset

The asset this item refers to.

◆ Rental

FLootLockerServerPlayerItemRentalData FLootLockerServerUniversalInventoryItem::Rental

Information about this items rental state.

◆ Rental_option_id

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)

◆ Universal_id

int FLootLockerServerUniversalInventoryItem::Universal_id = 0

The universal id of this item.

◆ Variation_id

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)