LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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LootLockerAssetsRequestHandler.h
Go to the documentation of this file.
1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5
6#include "CoreMinimal.h"
11#include "LootLockerAssetsRequestHandler.generated.h"
12
13USTRUCT(BlueprintType)
15{
16 GENERATED_BODY()
17 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
18 FString entitlement_id = "";
19 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
20 int32 service_label = 0;
21};
22
23USTRUCT(BlueprintType)
25{
26 GENERATED_BODY()
27 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
28 FString product_id = "";
29};
30
31USTRUCT(BlueprintType)
33{
34 GENERATED_BODY()
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
36 FString product_id = "";
37};
38
39
40USTRUCT(BlueprintType)
42{
43 GENERATED_BODY()
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
46 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
47 FLootLockerApple apple_app_store;
48 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
49 FLootLockerGoogle google_play;
50};
51
52USTRUCT(BlueprintType)
54{
55 GENERATED_BODY()
56 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
57 FString url = "";
58 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
59 TArray<FString> tags;
60};
61
62USTRUCT(BlueprintType)
64{
65 GENERATED_BODY()
66 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
67 FString value = "";
68 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
69 FString name = "";
70};
71
72USTRUCT(BlueprintType)
74{
75 GENERATED_BODY()
76 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
77 FString name = "";
78 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
79 FString short_name = "";
80 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
81 FString color = "";
82};
83
84USTRUCT(BlueprintType)
86{
87 GENERATED_BODY()
88 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
89 int32 id = 0;
90 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
91 FString name = "";
92 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
93 int32 duration = 0;
94 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
95 int32 price = 0;
96 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
97 FString sales_price = "";
98 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
99 TMap<FString, FString> links;
100};
101
102USTRUCT(BlueprintType)
104{
105 GENERATED_BODY()
106};
107
108USTRUCT(BlueprintType)
110{
111 GENERATED_BODY()
112 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
113 int32 id = 0;
114 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
115 FString name = "";
116 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
117 FString primary_color = "";
118 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
119 FString secondary_color = "";
120 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
121 TMap<FString, FString> links;
122};
123
124USTRUCT(BlueprintType)
126{
127 GENERATED_BODY()
128 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
129 int created_by_player_id = 0;
130 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
131 FString created_by_player_uid = "";
132};
133
134USTRUCT(BlueprintType)
136{
137 GENERATED_BODY()
138 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
140 FString GetKeyValue(const FString &Key)
141 {
142 FString Found = TEXT("");
143 for(int i=0; i < storage.Num(); i++)
144 {
145 if (storage[i].key == Key)
146 {
147 Found = storage[i].value;
148 break;
149 }
150 }
151 return Found;
152 }
153};
154
155// LootLockerStorage property through base class
156USTRUCT(BlueprintType)
158{
159 GENERATED_BODY()
160 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
161 int32 id = 0;
162 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
163 FString uuid = "";
164 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
165 FString ulid = "";
166 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
167 FString name = "";
168 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
169 bool active = false;
170 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
171 bool purchasable = false;
172 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
173 FString type = "";
174 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
175 int32 price = 0;
176 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
177 FString sales_price = "";
178 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
179 FString display_price = "";
180 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
181 FString context = "";
182 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
183 int32 context_id = 0;
184 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
185 FString unlocks_context = "";
186 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
187 bool detachable = false;
188 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
189 FString updated = "";
190 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
191 FString marked_new = "";
192 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
193 int32 default_variation_id = 0;
194 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
195 FString description = "";
196 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
197 TMap<FString, FString> links;
198 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
200 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
201 bool popular = false;
202 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
203 int32 popularity_score = 0;
204 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
205 bool unique_instance = false;
206 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
207 TArray<FLootLockerRentalOption> rental_options;
208 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
209 TArray<FLootLockerFilter> filters;
210 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
211 TArray<FLootLockerVariation> variations;
212 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
213 bool featured = false;
214 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
215 bool context_locked = false;
216 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
217 bool initially_purchasable = false;
218 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
219 TArray<FLootLockerFile> files;
220 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
222 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
223 TArray<FString> data_entities;
224 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
225 TArray<int> character_classes;
226 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
227 FString shop_thumbnail = "";
228 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
229 TMap<FString, bool> default_loadouts;
230 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
231 FLootLockerExternalIdentifiers external_identifiers;
232 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
233 FString drop_table_max_picks = "";
234};
235
236USTRUCT(BlueprintType)
238 GENERATED_BODY()
239 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
240 int32 id = 0;
241 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
242 FString uuid = "";
243 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
244 FString name = "";
245 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
246 FString friendly_name = "";
247 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
248 bool detachable = false;
249 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
250 bool user_facing = false;
251 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
252 int32 dependent_asset_id = 0;
253 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
254 int32 max_equip_count = 0;
255};
256
257USTRUCT(BlueprintType)
259{
260 GENERATED_BODY()
261 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
262 TArray<FLootLockerContext> contexts;
263};
264
265USTRUCT(BlueprintType)
267{
268 GENERATED_BODY()
269 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
270 TArray<FLootLockerAsset> assets;
271};
272
275UENUM(BlueprintType)
277enum class ELootLockerAssetFilter : uint8
278{
279 None = 0,
280 Purchasable = 1,
281 NonPurchasable = 2,
282 Rentable = 3,
283 NonRentable = 4,
284 Popular = 5,
285 UnPopular = 6
286};
288
291UENUM(BlueprintType)
294{
295 None = 0,
296 Id = 1,
297 Name = 2,
298 Created_at = 3,
299 Updated_at = 4
300};
302
305UENUM(BlueprintType)
308{
309 None = 0,
310 Asc = 1,
311 Desc = 2
312};
314
315USTRUCT(BlueprintType)
317{
318 GENERATED_BODY()
319 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
320 int universal_id = 0;
321
322 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
323 int variation_id = 0;
324
325 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
326 int rental_option_id = 0;
327
328 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
329 FString acquisition_source = "";
330
331 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
333
334 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
336};
337
338USTRUCT(BlueprintType)
340{
341 GENERATED_BODY()
342 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
343 TArray<FLootLockerUniversalAssets> global_assets;
344};
345
346USTRUCT(BlueprintType)
348 GENERATED_BODY()
349 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
350 FString rotation = "";
351 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
352 FString position = "";
353 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
354 FString boneName = "";
355 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
356 FString flags = "";
357 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
358 FString mass = "";
359 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
360 FString binding = "";
361};
362
363USTRUCT(BlueprintType)
365 GENERATED_BODY()
366 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
367 FString id = "";
368 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
369 FString name = "";
370 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
372};
373
374USTRUCT(BlueprintType)
376 GENERATED_BODY()
377 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
378 int asset_id = 0;
379 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
380 int asset_variation_id = 0;
381 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
382 int asset_rental_option_id = 0;
383};
384
385USTRUCT(BlueprintType)
387{
388 GENERATED_BODY()
389 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
390 TArray<FLootLockerAssetBone> AssetBones;
391};
392
393USTRUCT(BlueprintType)
395{
396 GENERATED_BODY()
397 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
398 TArray<int32> favourites;
399};
400
401USTRUCT(BlueprintType)
403{
404 GENERATED_BODY()
405 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
406 int id = 0;
407 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
408 int asset_id = 0;
409 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
410 int asset_variation_id = 0;
411 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
412 FString asset_ulid = "";
413 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
414 FString acquisition_source = "";
415 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
416 FString acquisition_date = "";
417};
418
420USTRUCT(BlueprintType)
422{
423 GENERATED_BODY()
425 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
426 bool storage = false;
428 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
429 bool files = false;
431 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
432 bool data_entities = false;
434 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
435 bool metadata = false;
436};
437
439USTRUCT(BlueprintType)
441{
442 GENERATED_BODY()
444 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
445 bool authors = false;
446};
447
449USTRUCT(BlueprintType)
451{
452 GENERATED_BODY()
454 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
455 FString key = "";
457 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
458 TArray<FString> values;
459};
460
462USTRUCT(BlueprintType)
464{
465 GENERATED_BODY()
467 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
468 bool ugc_only = false;
470 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
471 TArray<int> asset_ids;
473 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
474 TArray<int> context_ids;
476 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
477 TArray<FLootLockerSimpleAssetFilter> asset_filters;
478};
479
481USTRUCT(BlueprintType)
483{
484 GENERATED_BODY()
486 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
489 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
492 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
494};
495
496USTRUCT(BlueprintType)
498{
499 GENERATED_BODY()
500 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
501 int player_id = 0;
502 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
503 FString player_ulid = "";
504 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
505 FString public_uid = "";
506 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
507 FString active_name = "";
508};
509
510USTRUCT(BlueprintType)
512{
513 GENERATED_BODY()
514 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
515 int size = 0;
516 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
517 FString name = "";
518 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
519 FString url = "";
520 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
521 TArray<FString> tags;
522};
523
524USTRUCT(BlueprintType)
526{
527 GENERATED_BODY()
528 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
529 FString name = "";
530 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
531 FString data = "";
532};
533
535USTRUCT(BlueprintType)
537{
538 GENERATED_BODY()
539 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
540 int asset_id = 0;
541 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
542 FString asset_uuid = "";
543 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
544 FString asset_ulid = "";
545 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
546 FString asset_name = "";
547 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
548 int context_id = 0;
549 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
550 FString context_name = "";
551 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
553 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
555 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
557 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
558 TArray<FLootLockerSimpleAssetDataEntity> data_entities;
559 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
560 TArray<FLootLockerMetadataEntry> metadata;
561};
562
564USTRUCT(BlueprintType)
566{
567 GENERATED_BODY()
569 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
572 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker")
574};
575
578
592
594
597UCLASS()
598class LOOTLOCKERSDK_API ULootLockerAssetsRequestHandler : public UObject
599{
600 GENERATED_BODY()
601public:
602 // Add inline constructor definition to fix header syntax
604
605 static FString GetContexts(const FLootLockerPlayerData& PlayerData, const FContextDelegate& OnCompletedRequest);
606
607 static FString GetAssets(const FLootLockerPlayerData& PlayerData, int StartFromIndex, int ItemsCount, ELootLockerAssetFilter AssetFilter, int Context, bool IncludeUGC, const FAssetsResponseDelegate& OnCompletedRequest);
608
609 static FString GetAssetsByIds(const FLootLockerPlayerData& PlayerData, const TArray<int>& AssetIds, const FAssetsResponseDelegate& OnCompletedRequest);
610
611 static FString GetAssetBones(const FLootLockerPlayerData& PlayerData, const FAssetBonesResponseDelegate& OnCompletedRequest);
612
613 static FString GetFavouriteAssetIndices(const FLootLockerPlayerData& PlayerData, const FGetFavouriteAssetIndicesResponseDelegate& OnCompletedRequest);
614
615 static FString AddAssetToFavourites(const FLootLockerPlayerData& PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate& OnCompletedRequest);
616
617 static FString RemoveAssetFromFavourites(const FLootLockerPlayerData& PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate& OnCompletedRequest);
618
619 static FString GetUniversalAssets(const FLootLockerPlayerData& PlayerData, int After, int Count, const FUniversalAssetResponseDelegate& OnCompletedRequest);
620
621 static FString GrantAssetToPlayerInventory(const FLootLockerPlayerData& PlayerData, const int assetID, const int assetVariationID, const int assetRentalOptionID, const FGrantAssetResponseDelegate& OnCompletedRequest);
622
623 static FString ListAssets(const FLootLockerPlayerData& PlayerData, const FLootLockerListSimpleAssetsRequest& Request, int PerPage, int Page, ELootLockerOrderAssetListBy OrderBy, ELootLockerOrderAssetListDirection OrderDirection, const FListSimpleAssetsResponseDelegate& OnCompletedRequest);
624};
Definition LootLockerAssetsRequestHandler.h:599
static FString GetAssets(const FLootLockerPlayerData &PlayerData, int StartFromIndex, int ItemsCount, ELootLockerAssetFilter AssetFilter, int Context, bool IncludeUGC, const FAssetsResponseDelegate &OnCompletedRequest)
static FString GetUniversalAssets(const FLootLockerPlayerData &PlayerData, int After, int Count, const FUniversalAssetResponseDelegate &OnCompletedRequest)
static FString GetFavouriteAssetIndices(const FLootLockerPlayerData &PlayerData, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest)
static FString GetAssetsByIds(const FLootLockerPlayerData &PlayerData, const TArray< int > &AssetIds, const FAssetsResponseDelegate &OnCompletedRequest)
static FString ListAssets(const FLootLockerPlayerData &PlayerData, const FLootLockerListSimpleAssetsRequest &Request, int PerPage, int Page, ELootLockerOrderAssetListBy OrderBy, ELootLockerOrderAssetListDirection OrderDirection, const FListSimpleAssetsResponseDelegate &OnCompletedRequest)
static FString GrantAssetToPlayerInventory(const FLootLockerPlayerData &PlayerData, const int assetID, const int assetVariationID, const int assetRentalOptionID, const FGrantAssetResponseDelegate &OnCompletedRequest)
static FString RemoveAssetFromFavourites(const FLootLockerPlayerData &PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest)
ULootLockerAssetsRequestHandler()
Definition LootLockerAssetsRequestHandler.h:603
static FString GetAssetBones(const FLootLockerPlayerData &PlayerData, const FAssetBonesResponseDelegate &OnCompletedRequest)
static FString GetContexts(const FLootLockerPlayerData &PlayerData, const FContextDelegate &OnCompletedRequest)
static FString AddAssetToFavourites(const FLootLockerPlayerData &PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest)
ELootLockerOrderAssetListBy
Fields by which an asset list can be ordered.
Definition LootLockerAssetsRequestHandler.h:294
void(* FContextDelegate)(FLootLockerGetContextResponse)
C++ response callback delegate; receives an FLootLockerGetContextResponse result.
Definition LootLockerAssetsRequestHandler.h:579
void(* FAssetBonesResponseDelegate)(FLootLockerGetAssetBonesResponse)
C++ response callback delegate; receives an FLootLockerGetAssetBonesResponse result.
Definition LootLockerAssetsRequestHandler.h:583
void(* FAssetsResponseDelegate)(FLootLockerGetAssetsResponse)
C++ response callback delegate; receives an FLootLockerGetAssetsResponse result.
Definition LootLockerAssetsRequestHandler.h:581
ELootLockerOrderAssetListDirection
Sort direction when ordering an asset list.
Definition LootLockerAssetsRequestHandler.h:308
ELootLockerAssetFilter
Filters applicable when querying the asset list.
Definition LootLockerAssetsRequestHandler.h:278
void(* FGrantAssetResponseDelegate)(FLootLockerGrantAssetResponse)
C++ response callback delegate; receives an FLootLockerGrantAssetResponse result.
Definition LootLockerAssetsRequestHandler.h:589
void(* FUniversalAssetResponseDelegate)(FLootLockerUniversalAssetsResponse)
C++ response callback delegate; receives an FLootLockerUniversalAssetsResponse result.
Definition LootLockerAssetsRequestHandler.h:587
void(* FGetFavouriteAssetIndicesResponseDelegate)(FLootLockerGetFavouriteAssetIndicesResponse)
C++ response callback delegate; receives an FLootLockerGetFavouriteAssetIndicesResponse result.
Definition LootLockerAssetsRequestHandler.h:585
void(* FListSimpleAssetsResponseDelegate)(FLootLockerListSimpleAssetsResponse)
C++ response callback delegate; receives an FLootLockerListSimpleAssetsResponse result.
Definition LootLockerAssetsRequestHandler.h:591
Definition LootLockerAssetsRequestHandler.h:25
Definition LootLockerAssetsRequestHandler.h:347
Definition LootLockerAssetsRequestHandler.h:364
Definition LootLockerAssetsRequestHandler.h:126
Definition LootLockerAssetsRequestHandler.h:158
Definition LootLockerAssetsRequestHandler.h:104
Definition LootLockerAssetsRequestHandler.h:237
Definition LootLockerResponse.h:101
Definition LootLockerAssetsRequestHandler.h:42
Definition LootLockerAssetsRequestHandler.h:54
Definition LootLockerAssetsRequestHandler.h:64
Definition LootLockerAssetsRequestHandler.h:387
Definition LootLockerAssetsRequestHandler.h:267
Definition LootLockerAssetsRequestHandler.h:259
Definition LootLockerAssetsRequestHandler.h:395
Definition LootLockerAssetsRequestHandler.h:33
Definition LootLockerAssetsRequestHandler.h:375
Definition LootLockerAssetsRequestHandler.h:403
Definition LootLockerAssetsRequestHandler.h:136
Request payload for simple asset listing.
Definition LootLockerAssetsRequestHandler.h:483
Response payload for simple asset listing.
Definition LootLockerAssetsRequestHandler.h:566
Represents a single typed metadata entry with a key, value type, tags, and access level,...
Definition LootLockerMetadataRequestHandler.h:116
Definition LootLockerPersistentStorageRequestHandler.h:13
Definition LootLockerPlayerData.h:12
Definition LootLockerAssetsRequestHandler.h:15
Definition LootLockerAssetsRequestHandler.h:74
Definition LootLockerAssetsRequestHandler.h:86
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19
Definition LootLockerAssetsRequestHandler.h:498
Definition LootLockerAssetsRequestHandler.h:526
Fields to exclude from the simple asset response.
Definition LootLockerAssetsRequestHandler.h:441
Definition LootLockerAssetsRequestHandler.h:512
Filters to apply to the asset listing based on key-value pairs.
Definition LootLockerAssetsRequestHandler.h:451
Filters to apply to simple asset listing.
Definition LootLockerAssetsRequestHandler.h:464
Fields to include in the simple asset response.
Definition LootLockerAssetsRequestHandler.h:422
Simplified asset object.
Definition LootLockerAssetsRequestHandler.h:537
Definition LootLockerAssetsRequestHandler.h:340
Definition LootLockerAssetsRequestHandler.h:317
Definition LootLockerAssetsRequestHandler.h:110