LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Assets

Detailed Description

Browse and filter the asset catalogue defined in the LootLocker console.

Assets are anything a player can earn, purchase, possess, or equip — cosmetics, weapons, game configs, loot boxes, drop tables, or rental items. Each asset is assigned a Context (category) and a Complexity (Generic, Loot Box, Rental, or Drop Table) that adds behaviour. This group covers listing reference assets and their metadata; for player-owned instances see Asset Instances.

See the LootLocker documentation.

Typedef Documentation

◆ FAssetBonesResponseDelegate

typedef void(* FAssetBonesResponseDelegate) (FLootLockerGetAssetBonesResponse)

C++ response callback delegate; receives an FLootLockerGetAssetBonesResponse result.

◆ FAssetsResponseDelegate

typedef void(* FAssetsResponseDelegate) (FLootLockerGetAssetsResponse)

C++ response callback delegate; receives an FLootLockerGetAssetsResponse result.

◆ FContextDelegate

typedef void(* FContextDelegate) (FLootLockerGetContextResponse)

C++ response callback delegate; receives an FLootLockerGetContextResponse result.

◆ FGetFavouriteAssetIndicesResponseDelegate

typedef void(* FGetFavouriteAssetIndicesResponseDelegate) (FLootLockerGetFavouriteAssetIndicesResponse)

C++ response callback delegate; receives an FLootLockerGetFavouriteAssetIndicesResponse result.

◆ FGrantAssetResponseDelegate

typedef void(* FGrantAssetResponseDelegate) (FLootLockerGrantAssetResponse)

C++ response callback delegate; receives an FLootLockerGrantAssetResponse result.

◆ FListSimpleAssetsResponseDelegate

typedef void(* FListSimpleAssetsResponseDelegate) (FLootLockerListSimpleAssetsResponse)

C++ response callback delegate; receives an FLootLockerListSimpleAssetsResponse result.

◆ FUniversalAssetResponseDelegate

typedef void(* FUniversalAssetResponseDelegate) (FLootLockerUniversalAssetsResponse)

C++ response callback delegate; receives an FLootLockerUniversalAssetsResponse result.

Enumeration Type Documentation

◆ ELootLockerAssetFilter

enum class ELootLockerAssetFilter : uint8
strong

Filters applicable when querying the asset list.

Enumerator
None 
Purchasable 
NonPurchasable 
Rentable 
NonRentable 
Popular 
UnPopular 

◆ ELootLockerOrderAssetListBy

enum class ELootLockerOrderAssetListBy : uint8
strong

Fields by which an asset list can be ordered.

Enumerator
None 
Id 
Name 
Created_at 
Updated_at 

◆ ELootLockerOrderAssetListDirection

enum class ELootLockerOrderAssetListDirection : uint8
strong

Sort direction when ordering an asset list.

Enumerator
None 
Asc 
Desc 

Function Documentation

◆ AddAssetToFavourites()

static FString ULootLockerSDKManager::AddAssetToFavourites ( int  AssetId,
const FGetFavouriteAssetIndicesResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Add an asset to the player's favourites.

Parameters
AssetIdAsset id
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetAssetBones()

static FString ULootLockerSDKManager::GetAssetBones ( const FAssetBonesResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List default bones and any binding overrides.

Parameters
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetAssets()

static FString ULootLockerSDKManager::GetAssets ( const FAssetsResponseDelegate OnCompletedRequest,
int  StartFromIndex = 0,
int  ItemsCount = 50,
ELootLockerAssetFilter  AssetFilter = ELootLockerAssetFilter::None,
int  Context = 0,
bool  IncludeUGC = false,
const FString &  ForPlayerWithUlid = "" 
)
static

List assets (paginated) with optional filtering.

Parameters
OnCompletedRequestDelegate for handling the server response
StartFromIndexOptional: Index of first item (default 0)
ItemsCountOptional: Number of items (50-200, default 50)
AssetFilterOptional: Asset filter (default None)
ContextOptional: Context id filter (default 0 = all)
IncludeUGCOptional: Include UGC assets (default false)
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetAssetsByIds()

static FString ULootLockerSDKManager::GetAssetsByIds ( const TArray< int > &  AssetIds,
const FAssetsResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Retrieve specific assets by id.

Parameters
AssetIdsAsset ids to fetch
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetContexts()

static FString ULootLockerSDKManager::GetContexts ( const FContextDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get all the contexts the game has.

Parameters
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetFavouriteAssetIndices()

static FString ULootLockerSDKManager::GetFavouriteAssetIndices ( const FGetFavouriteAssetIndicesResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List the player's favourite asset ids.

Parameters
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetUniversalAssets()

static FString ULootLockerSDKManager::GetUniversalAssets ( int  After,
int  ItemsCount,
const FUniversalAssetResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List universal assets (paginated).

Parameters
AfterOptional: Last universal asset id to start after
ItemsCountNumber of items to return (50-200)
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GrantAssetToPlayerInventory() [1/2]

static FString ULootLockerSDKManager::GrantAssetToPlayerInventory ( const int  AssetID,
const FGrantAssetResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
inlinestatic

Grant an asset to the player (no variation or rental option).

Parameters
AssetIDAsset id to grant
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GrantAssetToPlayerInventory() [2/2]

static FString ULootLockerSDKManager::GrantAssetToPlayerInventory ( const int  AssetID,
const int  AssetVariationID,
const int  AssetRentalOptionID,
const FGrantAssetResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Grant an asset (optionally with variation and rental option) to the player.

Parameters
AssetIDAsset id to grant
AssetVariationIDAsset variation id (0 for none)
AssetRentalOptionIDRental option id (0 for none)
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ ListAssets()

static FString ULootLockerSDKManager::ListAssets ( const FLootLockerListSimpleAssetsRequest Request,
const FListSimpleAssetsResponseDelegate OnCompletedRequest,
int  PerPage = 0,
int  Page = 0,
ELootLockerOrderAssetListBy  OrderBy = ELootLockerOrderAssetListBy::None,
ELootLockerOrderAssetListDirection  OrderDirection = ELootLockerOrderAssetListDirection::None,
const FString &  ForPlayerWithUlid = "" 
)
static

List assets returning only selected fields (performance focused).

Use filters and field selection to minimize payload size.

Parameters
RequestField include/exclude and asset filtering settings
OnCompletedRequestDelegate for handling the server response
PerPageOptional: Page size (used with Page). Set 0 to disable pagination.
PageOptional: Page index (1-based). Set 0 to disable pagination.
OrderByOptional: Field to order by
OrderDirectionOptional: Ordering direction
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ ListAssetsWithDefaultParameters()

static FString ULootLockerSDKManager::ListAssetsWithDefaultParameters ( const FListSimpleAssetsResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List assets with default pagination and no filters (lightweight helper).

Parameters
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ RemoveAssetFromFavourites()

static FString ULootLockerSDKManager::RemoveAssetFromFavourites ( int  AssetId,
const FGetFavouriteAssetIndicesResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Remove an asset from the player's favourites.

Parameters
AssetIdAsset id
OnCompletedRequestDelegate for handling the server response
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

Typedefs

typedef void(* FContextDelegate) (FLootLockerGetContextResponse)
 C++ response callback delegate; receives an FLootLockerGetContextResponse result.
 
typedef void(* FAssetsResponseDelegate) (FLootLockerGetAssetsResponse)
 C++ response callback delegate; receives an FLootLockerGetAssetsResponse result.
 
typedef void(* FAssetBonesResponseDelegate) (FLootLockerGetAssetBonesResponse)
 C++ response callback delegate; receives an FLootLockerGetAssetBonesResponse result.
 
typedef void(* FGetFavouriteAssetIndicesResponseDelegate) (FLootLockerGetFavouriteAssetIndicesResponse)
 C++ response callback delegate; receives an FLootLockerGetFavouriteAssetIndicesResponse result.
 
typedef void(* FUniversalAssetResponseDelegate) (FLootLockerUniversalAssetsResponse)
 C++ response callback delegate; receives an FLootLockerUniversalAssetsResponse result.
 
typedef void(* FGrantAssetResponseDelegate) (FLootLockerGrantAssetResponse)
 C++ response callback delegate; receives an FLootLockerGrantAssetResponse result.
 
typedef void(* FListSimpleAssetsResponseDelegate) (FLootLockerListSimpleAssetsResponse)
 C++ response callback delegate; receives an FLootLockerListSimpleAssetsResponse result.
 

Enumerations

enum class  ELootLockerAssetFilter : uint8 {
  ELootLockerAssetFilter::None = 0 , ELootLockerAssetFilter::Purchasable = 1 , ELootLockerAssetFilter::NonPurchasable = 2 , ELootLockerAssetFilter::Rentable = 3 ,
  ELootLockerAssetFilter::NonRentable = 4 , ELootLockerAssetFilter::Popular = 5 , ELootLockerAssetFilter::UnPopular = 6
}
 Filters applicable when querying the asset list. More...
 
enum class  ELootLockerOrderAssetListBy : uint8 {
  ELootLockerOrderAssetListBy::None = 0 , ELootLockerOrderAssetListBy::Id = 1 , ELootLockerOrderAssetListBy::Name = 2 , ELootLockerOrderAssetListBy::Created_at = 3 ,
  ELootLockerOrderAssetListBy::Updated_at = 4
}
 Fields by which an asset list can be ordered. More...
 
enum class  ELootLockerOrderAssetListDirection : uint8 { ELootLockerOrderAssetListDirection::None = 0 , ELootLockerOrderAssetListDirection::Asc = 1 , ELootLockerOrderAssetListDirection::Desc = 2 }
 Sort direction when ordering an asset list. More...
 

Functions

static FString ULootLockerSDKManager::GetContexts (const FContextDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get all the contexts the game has.
 
static FString ULootLockerSDKManager::GetAssets (const FAssetsResponseDelegate &OnCompletedRequest, int StartFromIndex=0, int ItemsCount=50, ELootLockerAssetFilter AssetFilter=ELootLockerAssetFilter::None, int Context=0, bool IncludeUGC=false, const FString &ForPlayerWithUlid="")
 List assets (paginated) with optional filtering.
 
static FString ULootLockerSDKManager::GetUniversalAssets (int After, int ItemsCount, const FUniversalAssetResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List universal assets (paginated).
 
static FString ULootLockerSDKManager::GetAssetsByIds (const TArray< int > &AssetIds, const FAssetsResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Retrieve specific assets by id.
 
static FString ULootLockerSDKManager::GetAssetBones (const FAssetBonesResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List default bones and any binding overrides.
 
static FString ULootLockerSDKManager::GetFavouriteAssetIndices (const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List the player's favourite asset ids.
 
static FString ULootLockerSDKManager::AddAssetToFavourites (int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Add an asset to the player's favourites.
 
static FString ULootLockerSDKManager::RemoveAssetFromFavourites (int AssetId, const FGetFavouriteAssetIndicesResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Remove an asset from the player's favourites.
 
static FString ULootLockerSDKManager::GrantAssetToPlayerInventory (const int AssetID, const int AssetVariationID, const int AssetRentalOptionID, const FGrantAssetResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Grant an asset (optionally with variation and rental option) to the player.
 
static FString ULootLockerSDKManager::GrantAssetToPlayerInventory (const int AssetID, const FGrantAssetResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Grant an asset to the player (no variation or rental option).
 
static FString ULootLockerSDKManager::ListAssetsWithDefaultParameters (const FListSimpleAssetsResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List assets with default pagination and no filters (lightweight helper).
 
static FString ULootLockerSDKManager::ListAssets (const FLootLockerListSimpleAssetsRequest &Request, const FListSimpleAssetsResponseDelegate &OnCompletedRequest, int PerPage=0, int Page=0, ELootLockerOrderAssetListBy OrderBy=ELootLockerOrderAssetListBy::None, ELootLockerOrderAssetListDirection OrderDirection=ELootLockerOrderAssetListDirection::None, const FString &ForPlayerWithUlid="")
 List assets returning only selected fields (performance focused).