LootLocker Unreal SDK 10.7.0
Game backend SDK for Unreal Engine
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ULootLockerStateData Class Reference

#include <LootLockerStateData.h>

Inheritance diagram for ULootLockerStateData:
Collaboration diagram for ULootLockerStateData:

Public Member Functions

 ULootLockerStateData ()

Static Public Member Functions

static FString GenerateNewGuestIdentifier ()
static bool SaveStateExistsForPlayer (const FString &PlayerUlid="")
static bool MakePlayerActive (const FString &PlayerUlid)
static const FLootLockerPlayerData & GetAndActivateSavedStateOrDefaultOrEmptyForPlayer (const FString &PlayerUlid="")
static const TSharedPtr< FLootLockerPlayerData > GetStateForPlayerOrDefaultFromCache (const FString &PlayerUlid="")
static const TSharedPtr< FLootLockerPlayerData > GetStateForPlayerOrDefaultIfActive (const FString &PlayerUlid="")
static FString GetDefaultPlayerUlid ()
static bool SetDefaultPlayerUlid (const FString &PlayerUlid)
static const FLootLockerPlayerData & GetSavedStateForFirstPlayer ()
static void SavePlayerData (const FLootLockerPlayerData &PlayerData)
static bool ClearSavedStateForPlayer (const FString &PlayerUlid)
static void ClearAllSavedStatesExceptForPlayer (const FString &PlayerUlid)
static void ClearAllSavedStates ()
static TArray< FString > GetActivePlayerUlids ()
static TArray< FString > GetCachedPlayerUlids ()
static void SetPlayerUlidToInactive (const FString &PlayerUlid)
static void SetAllPlayersToInactive ()
static void SetAllPlayersToInactiveExceptForPlayer (const FString &PlayerUlid)

Constructor & Destructor Documentation

◆ ULootLockerStateData()

ULootLockerStateData::ULootLockerStateData ( )

Member Function Documentation

◆ ClearAllSavedStates()

void ULootLockerStateData::ClearAllSavedStates ( )
static

◆ ClearAllSavedStatesExceptForPlayer()

void ULootLockerStateData::ClearAllSavedStatesExceptForPlayer ( const FString & PlayerUlid)
static

◆ ClearSavedStateForPlayer()

bool ULootLockerStateData::ClearSavedStateForPlayer ( const FString & PlayerUlid)
static

◆ GenerateNewGuestIdentifier()

FString ULootLockerStateData::GenerateNewGuestIdentifier ( )
static

◆ GetActivePlayerUlids()

TArray< FString > ULootLockerStateData::GetActivePlayerUlids ( )
static

◆ GetAndActivateSavedStateOrDefaultOrEmptyForPlayer()

const FLootLockerPlayerData & ULootLockerStateData::GetAndActivateSavedStateOrDefaultOrEmptyForPlayer ( const FString & PlayerUlid = "")
static

◆ GetCachedPlayerUlids()

TArray< FString > ULootLockerStateData::GetCachedPlayerUlids ( )
static

◆ GetDefaultPlayerUlid()

FString ULootLockerStateData::GetDefaultPlayerUlid ( )
static

◆ GetSavedStateForFirstPlayer()

const FLootLockerPlayerData & ULootLockerStateData::GetSavedStateForFirstPlayer ( )
inlinestatic

◆ GetStateForPlayerOrDefaultFromCache()

const TSharedPtr< FLootLockerPlayerData > ULootLockerStateData::GetStateForPlayerOrDefaultFromCache ( const FString & PlayerUlid = "")
static

◆ GetStateForPlayerOrDefaultIfActive()

const TSharedPtr< FLootLockerPlayerData > ULootLockerStateData::GetStateForPlayerOrDefaultIfActive ( const FString & PlayerUlid = "")
static

◆ MakePlayerActive()

bool ULootLockerStateData::MakePlayerActive ( const FString & PlayerUlid)
static

◆ SavePlayerData()

void ULootLockerStateData::SavePlayerData ( const FLootLockerPlayerData & PlayerData)
static

◆ SaveStateExistsForPlayer()

bool ULootLockerStateData::SaveStateExistsForPlayer ( const FString & PlayerUlid = "")
static

◆ SetAllPlayersToInactive()

void ULootLockerStateData::SetAllPlayersToInactive ( )
static

◆ SetAllPlayersToInactiveExceptForPlayer()

void ULootLockerStateData::SetAllPlayersToInactiveExceptForPlayer ( const FString & PlayerUlid)
static

◆ SetDefaultPlayerUlid()

bool ULootLockerStateData::SetDefaultPlayerUlid ( const FString & PlayerUlid)
static

◆ SetPlayerUlidToInactive()

void ULootLockerStateData::SetPlayerUlidToInactive ( const FString & PlayerUlid)
static