LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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ULootLockerAsyncPollAsyncPurchase Class Reference

#include <LootLockerPurchasesRequestHandler.h>

Inheritance diagram for ULootLockerAsyncPollAsyncPurchase:
Collaboration diagram for ULootLockerAsyncPollAsyncPurchase:

Public Member Functions

virtual void Activate () override
 

Static Public Member Functions

static ULootLockerAsyncPollAsyncPurchaseAsyncPollAsyncPurchase (UObject *WorldContextObject, FString ForPlayerWithUlid, FString WalletId, TArray< FLootLockerCatalogItemAndQuantityPair > Items, float PollingIntervalSeconds, float TimeoutAfterMinutes)
 Initiate an async purchase and automatically poll until it reaches a terminal state.
 

Data Fields

FLootLockerAsyncPurchasePollingMulticastDelegate OnPending
 Triggered on each poll while the purchase is still pending.
 
FLootLockerAsyncPurchasePollingMulticastDelegate OnActive
 Triggered when the purchase has completed successfully (status = Active)
 
FLootLockerAsyncPurchasePollingMulticastDelegate OnFailed
 Triggered when the purchase has failed (status = Failed)
 
FLootLockerAsyncPurchasePollingMulticastDelegate OnTimedOut
 Triggered if the process times out.
 
FLootLockerAsyncPurchasePollingMulticastDelegate OnCancelled
 Triggered if the process was cancelled using CancelAsyncPurchasePolling.
 

Protected Attributes

FString ForPlayerWithUlid = ""
 
FString ProcessID = ""
 
FString WalletId = ""
 
TArray< FLootLockerCatalogItemAndQuantityPairItems
 
float PollingIntervalInSeconds = 1.0f
 
float TimeoutAfterMinutes = 5.0f
 

Member Function Documentation

◆ Activate()

virtual void ULootLockerAsyncPollAsyncPurchase::Activate ( )
overridevirtual

◆ AsyncPollAsyncPurchase()

static ULootLockerAsyncPollAsyncPurchase * ULootLockerAsyncPollAsyncPurchase::AsyncPollAsyncPurchase ( UObject *  WorldContextObject,
FString  ForPlayerWithUlid,
FString  WalletId,
TArray< FLootLockerCatalogItemAndQuantityPair Items,
float  PollingIntervalSeconds,
float  TimeoutAfterMinutes 
)
static

Initiate an async purchase and automatically poll until it reaches a terminal state.

While pending, OnPending is triggered each poll. On completion, OnActive or OnFailed is triggered.

Parameters
WorldContextObjectNon input: Automatic context for async node
ForPlayerWithUlidOptional: Execute for the player with this ulid. Leave empty for the default player.
WalletIdThe id of the wallet to use for the purchase
ItemsThe catalog items with quantities to purchase
PollingIntervalSecondsOptional: How often to poll in seconds (minimum 1)
TimeoutAfterMinutesOptional: How many minutes before the process times out

Field Documentation

◆ ForPlayerWithUlid

FString ULootLockerAsyncPollAsyncPurchase::ForPlayerWithUlid = ""
protected

◆ Items

TArray<FLootLockerCatalogItemAndQuantityPair> ULootLockerAsyncPollAsyncPurchase::Items
protected

◆ OnActive

FLootLockerAsyncPurchasePollingMulticastDelegate ULootLockerAsyncPollAsyncPurchase::OnActive

Triggered when the purchase has completed successfully (status = Active)

◆ OnCancelled

FLootLockerAsyncPurchasePollingMulticastDelegate ULootLockerAsyncPollAsyncPurchase::OnCancelled

Triggered if the process was cancelled using CancelAsyncPurchasePolling.

◆ OnFailed

FLootLockerAsyncPurchasePollingMulticastDelegate ULootLockerAsyncPollAsyncPurchase::OnFailed

Triggered when the purchase has failed (status = Failed)

◆ OnPending

FLootLockerAsyncPurchasePollingMulticastDelegate ULootLockerAsyncPollAsyncPurchase::OnPending

Triggered on each poll while the purchase is still pending.

◆ OnTimedOut

FLootLockerAsyncPurchasePollingMulticastDelegate ULootLockerAsyncPollAsyncPurchase::OnTimedOut

Triggered if the process times out.

◆ PollingIntervalInSeconds

float ULootLockerAsyncPollAsyncPurchase::PollingIntervalInSeconds = 1.0f
protected

◆ ProcessID

FString ULootLockerAsyncPollAsyncPurchase::ProcessID = ""
protected

◆ TimeoutAfterMinutes

float ULootLockerAsyncPollAsyncPurchase::TimeoutAfterMinutes = 5.0f
protected

◆ WalletId

FString ULootLockerAsyncPollAsyncPurchase::WalletId = ""
protected