LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Drop Tables

Detailed Description

Evaluate weighted loot rolls from a Drop Table asset and claim the results.

Drop Tables are a special Asset Complexity configured in the console. Each table is divided into drop groups with a weighting (or guaranteed Force Select), a min/max drop count, and a list of tagged assets. Evaluate the table to receive a list of asset drops, then pick them to grant them to the player's inventory. Tags on groups and individual assets allow loot to vary by player context (e.g., faction or class).

See the LootLocker documentation.

Typedef Documentation

◆ FFLootLockerPickDropsFromDropTableResponseDelegate

typedef void(* FFLootLockerPickDropsFromDropTableResponseDelegate) (FLootLockerPickDropsFromDropTableResponse)

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

◆ FLootLockerComputeAndLockDropTableResponseDelegate

typedef void(* FLootLockerComputeAndLockDropTableResponseDelegate) (FLootLockerComputeAndLockDropTableResponse)

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

Function Documentation

◆ ComputeAndLockDropTable()

static FString ULootLockerSDKManager::ComputeAndLockDropTable ( const int  TableId,
const FLootLockerComputeAndLockDropTableResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Compute and lock a drop table (generates drops for later pickup).

Parameters
TableIdDrop table 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

◆ PickDropsFromDropTable()

static FString ULootLockerSDKManager::PickDropsFromDropTable ( const TArray< int >  Picks,
const int  TableId,
const FFLootLockerPickDropsFromDropTableResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Pick selected drops from a locked drop table.

Parameters
PicksItem ids to pick (empty for no picks)
TableIdLocked drop table 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(* FLootLockerComputeAndLockDropTableResponseDelegate) (FLootLockerComputeAndLockDropTableResponse)
 C++ response callback delegate; receives an FLootLockerComputeAndLockDropTableResponse result.
 
typedef void(* FFLootLockerPickDropsFromDropTableResponseDelegate) (FLootLockerPickDropsFromDropTableResponse)
 C++ response callback delegate; receives an FLootLockerPickDropsFromDropTableResponse result.
 

Functions

static FString ULootLockerSDKManager::ComputeAndLockDropTable (const int TableId, const FLootLockerComputeAndLockDropTableResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Compute and lock a drop table (generates drops for later pickup).
 
static FString ULootLockerSDKManager::PickDropsFromDropTable (const TArray< int > Picks, const int TableId, const FFLootLockerPickDropsFromDropTableResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Pick selected drops from a locked drop table.