LootLocker Unreal SDK 10.4.0
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 FLootLockerPlayerDataGetAndActivateSavedStateOrDefaultOrEmptyForPlayer (const FString &PlayerUlid="")
 
static const TSharedPtr< FLootLockerPlayerDataGetStateForPlayerOrDefaultFromCache (const FString &PlayerUlid="")
 
static const TSharedPtr< FLootLockerPlayerDataGetStateForPlayerOrDefaultIfActive (const FString &PlayerUlid="")
 
static FString GetDefaultPlayerUlid ()
 
static bool SetDefaultPlayerUlid (const FString &PlayerUlid)
 
static const FLootLockerPlayerDataGetSavedStateForFirstPlayer ()
 
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()

static void ULootLockerStateData::ClearAllSavedStates ( )
static

◆ ClearAllSavedStatesExceptForPlayer()

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

◆ ClearSavedStateForPlayer()

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

◆ GenerateNewGuestIdentifier()

static FString ULootLockerStateData::GenerateNewGuestIdentifier ( )
static

◆ GetActivePlayerUlids()

static TArray< FString > ULootLockerStateData::GetActivePlayerUlids ( )
static

◆ GetAndActivateSavedStateOrDefaultOrEmptyForPlayer()

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

◆ GetCachedPlayerUlids()

static TArray< FString > ULootLockerStateData::GetCachedPlayerUlids ( )
static

◆ GetDefaultPlayerUlid()

static FString ULootLockerStateData::GetDefaultPlayerUlid ( )
static

◆ GetSavedStateForFirstPlayer()

static const FLootLockerPlayerData & ULootLockerStateData::GetSavedStateForFirstPlayer ( )
inlinestatic

◆ GetStateForPlayerOrDefaultFromCache()

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

◆ GetStateForPlayerOrDefaultIfActive()

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

◆ MakePlayerActive()

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

◆ SavePlayerData()

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

◆ SaveStateExistsForPlayer()

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

◆ SetAllPlayersToInactive()

static void ULootLockerStateData::SetAllPlayersToInactive ( )
static

◆ SetAllPlayersToInactiveExceptForPlayer()

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

◆ SetDefaultPlayerUlid()

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

◆ SetPlayerUlidToInactive()

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