#include <LootLockerAssetsRequestHandler.h>
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| static FString | GetContexts (const FLootLockerPlayerData &PlayerData, const FContextDelegate &OnCompletedRequest) |
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| static FString | GetAssets (const FLootLockerPlayerData &PlayerData, int StartFromIndex, int ItemsCount, ELootLockerAssetFilter AssetFilter, int Context, bool IncludeUGC, const FAssetsResponseDelegate &OnCompletedRequest) |
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| static FString | GetAssetsByIds (const FLootLockerPlayerData &PlayerData, const TArray< int > &AssetIds, const FAssetsResponseDelegate &OnCompletedRequest) |
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| static FString | GetAssetBones (const FLootLockerPlayerData &PlayerData, const FAssetBonesResponseDelegate &OnCompletedRequest) |
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| static FString | GetFavouriteAssetIndices (const FLootLockerPlayerData &PlayerData, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest) |
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| static FString | AddAssetToFavourites (const FLootLockerPlayerData &PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest) |
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| static FString | RemoveAssetFromFavourites (const FLootLockerPlayerData &PlayerData, int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest) |
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| static FString | GetUniversalAssets (const FLootLockerPlayerData &PlayerData, int After, int Count, const FUniversalAssetResponseDelegate &OnCompletedRequest) |
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| static FString | GrantAssetToPlayerInventory (const FLootLockerPlayerData &PlayerData, const int assetID, const int assetVariationID, const int assetRentalOptionID, const FGrantAssetResponseDelegate &OnCompletedRequest) |
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| static FString | ListAssets (const FLootLockerPlayerData &PlayerData, const FLootLockerListSimpleAssetsRequest &Request, int PerPage, int Page, ELootLockerOrderAssetListBy OrderBy, ELootLockerOrderAssetListDirection OrderDirection, const FListSimpleAssetsResponseDelegate &OnCompletedRequest) |
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◆ ULootLockerAssetsRequestHandler()
| ULootLockerAssetsRequestHandler::ULootLockerAssetsRequestHandler |
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inline |
◆ AddAssetToFavourites()
◆ GetAssetBones()
◆ GetAssets()
◆ GetAssetsByIds()
◆ GetContexts()
◆ GetFavouriteAssetIndices()
◆ GetUniversalAssets()
◆ GrantAssetToPlayerInventory()
| static FString ULootLockerAssetsRequestHandler::GrantAssetToPlayerInventory |
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const FLootLockerPlayerData & |
PlayerData, |
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const int |
assetID, |
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const int |
assetVariationID, |
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const int |
assetRentalOptionID, |
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const FGrantAssetResponseDelegate & |
OnCompletedRequest |
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) |
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static |
◆ ListAssets()
◆ RemoveAssetFromFavourites()