LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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LootLockerTriggersRequestHandler.h
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1// Copyright (c) 2021 LootLocker
2
3#pragma once
4
5
6#include "CoreMinimal.h"
9#include "LootLockerTriggersRequestHandler.generated.h"
10
11//==================================================
12// Enum Definitions
13//==================================================
14
17UENUM(BlueprintType, Category = "LootLocker")
29
30//==================================================
31// Data Type Definitions
32//==================================================
33
37USTRUCT(BlueprintType, Category = "LootLocker")
39{
40 GENERATED_BODY()
44 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
45 FString Key = "";
46};
47
51USTRUCT(BlueprintType, Category="LootLocker")
53{
54 GENERATED_BODY()
58 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
59 FString Key = "";
63 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
65};
66
67//==================================================
68// Request Definitions
69//==================================================
70
74USTRUCT(BlueprintType, Category="LootLocker")
76{
77 GENERATED_BODY()
81 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
82 TArray<FString> Keys;
83};
84
85
86//==================================================
87// Response Definitions
88//==================================================
89
93USTRUCT(BlueprintType, Category="LootLocker")
95{
96 GENERATED_BODY()
100 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
101 TArray<FLootLockerFailedKey> Failed_keys;
105 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "LootLocker")
106 TArray<FLootLockerSuccessfulKey> Successful_keys;
107};
108
109//==================================================
110// API Class Definition
111//==================================================
114
118
120UCLASS()
121class LOOTLOCKERSDK_API ULootLockerTriggersRequestHandler : public UObject
122{
123 GENERATED_BODY()
124public:
126
127 static FString InvokeTriggersByKey(const FLootLockerPlayerData& PlayerData, const TArray<FString>& KeysToInvoke, const FLootLockerInvokeTriggersByKeyResponseDelegate& OnComplete);
128};
Definition LootLockerTriggersRequestHandler.h:122
static FString InvokeTriggersByKey(const FLootLockerPlayerData &PlayerData, const TArray< FString > &KeysToInvoke, const FLootLockerInvokeTriggersByKeyResponseDelegate &OnComplete)
ULootLockerTriggersRequestHandler()
Definition LootLockerTriggersRequestHandler.h:125
ELootLockerTriggerFailureReasons
Possible reasons for a trigger key to fail.
Definition LootLockerTriggersRequestHandler.h:22
void(* FLootLockerInvokeTriggersByKeyResponseDelegate)(FLootLockerInvokeTriggersByKeyResponse)
C++ response delegate for invoking a set of triggers by key.
Definition LootLockerTriggersRequestHandler.h:117
Holds the key and failure reason of a trigger that could not be invoked.
Definition LootLockerTriggersRequestHandler.h:53
Request to invoke one or more triggers identified by their string keys.
Definition LootLockerTriggersRequestHandler.h:76
The result of the invoked triggers.
Definition LootLockerTriggersRequestHandler.h:95
Definition LootLockerPlayerData.h:12
Base response struct — every SDK callback receives a struct that derives from this.
Definition LootLockerResponse.h:19
Holds the key of a trigger that was successfully invoked.
Definition LootLockerTriggersRequestHandler.h:39