3#include "CoreMinimal.h"
6#include "UObject/NoExportTypes.h"
9#include "JsonObjectConverter.h"
10#include "LootLockerHeroRequestHandler.generated.h"
16 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
18 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
19 int32 character_type_id = 0;
20 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
21 FString character_type_name = "";
22 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
24 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
25 bool player_has_hero = false;
26 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
34 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
36 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
38 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
39 int32 instance_id = 0;
40 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
41 FString hero_name = "";
42 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
43 FString character_name = "";
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
45 bool is_default = false;
46 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
53 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker")
60 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker")
68 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
76 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
84 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
86 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
88 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
89 bool is_default = false;
96 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
98 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
100 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
101 int32 asset_variation_id = 0;
102 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
103 bool is_default = false;
106USTRUCT(BlueprintType)
110 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
112 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
113 bool is_default = false;
116USTRUCT(BlueprintType)
120 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
121 int32 variation_id = 0;
122 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
123 int32 instance_id = 0;
124 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
125 FString mounted_at = "";
126 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
128 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker | Heroes")
132USTRUCT(BlueprintType)
136 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
140USTRUCT(BlueprintType)
144 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
145 int32 instance_id = 0;
148USTRUCT(BlueprintType)
152 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
156USTRUCT(BlueprintType)
160 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category =
"LootLocker | Heroes")
161 int32 asset_variation_id = 0;
Definition LootLockerHeroRequestHandler.h:184
static FString ListPlayerHeroes(const FLootLockerPlayerData &PlayerData, const FLootLockerHeroListDelegate &OnComplete)
ULootLockerHeroRequestHandler()
Definition LootLockerHeroRequestHandler.h:187
static FString CreateHero(const FLootLockerPlayerData &PlayerData, const FLootLockerCreateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString RemoveAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString DeleteHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLLHeroDefaultResponseDelegate &OnComplete)
static FString GetHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString ListOtherPlayersHeroesBySteamID64(const FLootLockerPlayerData &PlayerData, const int64 SteamID64, const FLootLockerHeroListDelegate &OnComplete)
static FString GetHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetGameHeroes(const FLootLockerPlayerData &PlayerData, const FLootLockerGameHeroListDelegate &OnComplete)
static FString GetOtherPlayersDefaultHeroBySteamID64(const FLootLockerPlayerData &PlayerData, const int64 SteamID64, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString UpdateHero(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FLootLockerUpdateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString AddGlobalAssetVariationToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetID, const int32 AssetVariationID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetOtherPlayersHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString CreateHeroWithVariation(const FLootLockerPlayerData &PlayerData, const FLootLockerCreateHeroWithVariationRequest &Request, const FLootLockerPlayerHeroDelegate &OnComplete)
static FString AddGlobalAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString AddAssetToHeroLoadout(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnComplete)
static FString GetHeroInventory(const FLootLockerPlayerData &PlayerData, const int32 HeroID, const FInventoryResponse &OnComplete)
void(* FLootLockerPlayerHeroDelegate)(FLootLockerPlayerHeroResponse)
C++ response callback delegate; receives an FLootLockerPlayerHeroResponse result.
Definition LootLockerHeroRequestHandler.h:175
void(* FLootLockerHeroListDelegate)(FLootLockerHeroListResponse)
C++ response callback delegate; receives an FLootLockerHeroListResponse result.
Definition LootLockerHeroRequestHandler.h:173
void(* FLootLockerGameHeroListDelegate)(FLootLockerGameHeroListResponse)
C++ response callback delegate; receives an FLootLockerGameHeroListResponse result.
Definition LootLockerHeroRequestHandler.h:171
void(* FLootLockerHeroDelegate)(FLootLockerHeroResponse)
C++ response callback delegate; receives an FLootLockerHeroResponse result.
Definition LootLockerHeroRequestHandler.h:169
void(* FHeroLoadoutReseponseDelegate)(FLootLockerHeroLoadoutResponse)
C++ response callback delegate; receives an FLootLockerHeroLoadoutResponse result.
Definition LootLockerHeroRequestHandler.h:179
void(* FLLHeroDefaultResponseDelegate)(FLootLockerResponse)
C++ response callback delegate; receives an FLootLockerResponse result.
Definition LootLockerHeroRequestHandler.h:177
void(* FInventoryResponse)(FLootLockerInventoryResponse)
C++ response callback delegate; receives an FLootLockerInventoryResponse result.
Definition LootLockerPlayerRequestHandler.h:533
Definition LootLockerAssetsRequestHandler.h:158
Definition LootLockerHeroRequestHandler.h:82
Definition LootLockerHeroRequestHandler.h:94
Definition LootLockerHeroRequestHandler.h:66
Definition LootLockerHeroRequestHandler.h:142
Definition LootLockerHeroRequestHandler.h:158
FLootLockerHeroGlobalAssetVariation(int32 AssetID, int32 AssetVariationID)
Definition LootLockerHeroRequestHandler.h:164
Definition LootLockerHeroRequestHandler.h:150
Definition LootLockerHeroRequestHandler.h:74
Definition LootLockerHeroRequestHandler.h:134
Definition LootLockerHeroRequestHandler.h:118
Definition LootLockerHeroRequestHandler.h:51
Definition LootLockerHeroRequestHandler.h:14
Definition LootLockerPlayerData.h:12
Definition LootLockerHeroRequestHandler.h:58
Definition LootLockerHeroRequestHandler.h:32
Definition LootLockerPlayerRequestHandler.h:117
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19
Definition LootLockerHeroRequestHandler.h:108