#include <LootLockerConfig.h>
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| static const FString | PreConfigFileName |
| | Filename of the pre-config file that the SDK looks for in the plugin's Config directory.
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◆ DisableFileLogging()
| static void ULootLockerConfig::DisableFileLogging |
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◆ EnableFileLogging()
| static void ULootLockerConfig::EnableFileLogging |
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const FString & |
FileName | ) |
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Enables file logging to the specified file name.
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| FileName | The log file name (relative to project log dir). |
◆ GetConfiguredLogLevel()
| static ELootLockerLogLevel ULootLockerConfig::GetConfiguredLogLevel |
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◆ GetLogFilePath()
| static FString ULootLockerConfig::GetLogFilePath |
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Returns the current log file path (may be empty if not enabled).
◆ GetRuntimeLogLevel()
| static ELootLockerLogLevel ULootLockerConfig::GetRuntimeLogLevel |
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Gets the current runtime log level (runtime override or config).
◆ IsFileConfigActive()
| static bool ULootLockerConfig::IsFileConfigActive |
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Returns true when a pre-configured file config is active and governing settings.
When true, the Project Settings panel is locked to prevent drift from the file config.
◆ IsFileLoggingEnabled()
| static bool ULootLockerConfig::IsFileLoggingEnabled |
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Returns true if file logging is enabled and a log file name is set.
◆ IsPresenceAutoConnectEnabled()
| static bool ULootLockerConfig::IsPresenceAutoConnectEnabled |
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Check if auto-connect is enabled for presence.
◆ IsPresenceAutoDisconnectOnFocusChangeEnabled()
| static bool ULootLockerConfig::IsPresenceAutoDisconnectOnFocusChangeEnabled |
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Check if auto-disconnect on focus change is enabled.
◆ IsPresenceEnabled()
| static bool ULootLockerConfig::IsPresenceEnabled |
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Check if presence system is enabled globally.
◆ IsPresenceEnabledInEditor()
| static bool ULootLockerConfig::IsPresenceEnabledInEditor |
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Check if presence is enabled in the editor.
◆ IsSemverString()
| static bool ULootLockerConfig::IsSemverString |
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const FString & |
str | ) |
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◆ ParseFileConfigContent()
| static TOptional< FLootLockerFileConfig > ULootLockerConfig::ParseFileConfigContent |
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const FString & |
Content | ) |
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Parses a pre-config file's raw content (plain JSON or encrypted) into an FLootLockerFileConfig.
Returns an empty TOptional when content is invalid or api_key is missing/empty. Exposed publicly so unit tests can call it without needing a real plugin on disk.
◆ PostInitProperties()
| virtual void ULootLockerConfig::PostInitProperties |
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◆ SetRuntimeLogLevel()
| static void ULootLockerConfig::SetRuntimeLogLevel |
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ELootLockerLogLevel |
NewLevel | ) |
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Sets the log level at runtime (not persisted).
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| NewLevel | The new log level to use for this session. |
◆ ShouldLog()
| static bool ULootLockerConfig::ShouldLog |
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◆ AllowTokenRefresh
| bool ULootLockerConfig::AllowTokenRefresh = true |
◆ bEnableFileLogging
| bool ULootLockerConfig::bEnableFileLogging = false |
◆ bEnablePresence
| bool ULootLockerConfig::bEnablePresence = false |
Enable or disable the entire Presence system globally.
◆ bEnablePresenceAutoConnect
| bool ULootLockerConfig::bEnablePresenceAutoConnect = true |
Whether to automatically connect presence when sessions are established.
◆ bEnablePresenceAutoDisconnectOnFocusChange
| bool ULootLockerConfig::bEnablePresenceAutoDisconnectOnFocusChange = true |
Whether to automatically disconnect presence when the application loses focus or goes to background.
◆ bEnablePresenceInEditor
| bool ULootLockerConfig::bEnablePresenceInEditor = true |
Enable presence features in the editor (for testing purposes)
◆ bUseLegacyHTTPStack
| bool ULootLockerConfig::bUseLegacyHTTPStack = false |
When true, HTTP requests are routed through the legacy ULootLockerHttpClient stack instead of the new FLootLockerHTTPExecutionQueue.
Use this as a temporary escape hatch if you encounter issues with the new queue. This setting has no effect when the project is compiled with LOOTLOCKER_FORCE_LEGACY_HTTP_STACK=1 (which always uses the legacy stack regardless of this value). This option will be removed once the execution queue is declared stable.
◆ DomainKey
| FString ULootLockerConfig::DomainKey = "" |
◆ FileConfigActiveNotice
| FString ULootLockerConfig::FileConfigActiveNotice = "Settings are governed by the pre-configured file config shipped with the plugin and cannot be changed from the editor." |
◆ GameVersion
| FString ULootLockerConfig::GameVersion = "" |
◆ InvalidGameVersionWarning
| FString ULootLockerConfig::InvalidGameVersionWarning = "Game version needs to follow a numeric Semantic Versioning pattern: X.Y.Z.B with the sections denoting MAJOR.MINOR.PATCH.BUILD and the last two being optional. Read more at https://docs.lootlocker.com/the-basics/core-concepts/glossary#game-version" |
◆ LogFileName
| FString ULootLockerConfig::LogFileName = TEXT("LootLockerLog") |
◆ LogOutsideOfEditor
| bool ULootLockerConfig::LogOutsideOfEditor = false |
Allow LootLocker to log non error logs outside the editor. This is false by default to avoid log spamming and unintentional logging of data (as LootLocker logs requests and responses vs LootLocker).
◆ LongLogFilePath
| FString ULootLockerConfig::LongLogFilePath = "" |
◆ LootLockerGameKey
| FString ULootLockerConfig::LootLockerGameKey = "" |
◆ LootLockerLogLevel
| ELootLockerLogLevel ULootLockerConfig::LootLockerLogLevel = ELootLockerLogLevel::Warning |
◆ MultiUserSessionMode
Controls how the SDK handles multiple player sessions when a new authentication succeeds.
Hotseat: Multiple active sessions allowed. The first authenticated player is default; subsequent authentications are additive. Best for local multiplayer / couch co-op.
Single Session: Only one player session exists at a time. New authentications wipe all previous session data. Best for standard single-player games.
Profile Switching: Only one player active at a time, but historical players kept in cold cache. Each new authentication deactivates all others and becomes the sole active default. Best for games with account selection screens.
◆ OnConfigurationUpdated
◆ OutdatedSDKWarning
| FString ULootLockerConfig::OutdatedSDKWarning = "This version of LootLocker is no longer updated through fab because of fab guidelines. Please use GitHub releases to update: https://github.com/lootlocker/unreal-sdk/releases" |
◆ PreConfigFileName
| const FString ULootLockerConfig::PreConfigFileName |
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Filename of the pre-config file that the SDK looks for in the plugin's Config directory.
Default: "LootLockerPreConfig.bytes"