LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Hero

Detailed Description

Create and manage hero instances for the current player.

Heroes are player-owned instances of a Hero Class, which in turn extends a Base Class. Hero Classes inherit the default loadout and equippable asset rules of their Base Class but may override them with exceptions (e.g., a Healer Hero that can also wield two-handed weapons). This group covers listing available heroes, creating player hero instances, and managing equipped item loadouts.

See the LootLocker documentation.

Typedef Documentation

◆ FCharacterLoadoutResponse

typedef void(* FCharacterLoadoutResponse) (FLootLockerCharacterLoadoutResponse)

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

◆ FHeroLoadoutReseponseDelegate

typedef void(* FHeroLoadoutReseponseDelegate) (FLootLockerHeroLoadoutResponse)

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

◆ FLLHeroDefaultResponseDelegate

typedef void(* FLLHeroDefaultResponseDelegate) (FLootLockerResponse)

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

◆ FLootLockerCharacterDefaultResponse

typedef void(* FLootLockerCharacterDefaultResponse) (FLootLockerResponse)

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

◆ FLootLockerGameHeroListDelegate

typedef void(* FLootLockerGameHeroListDelegate) (FLootLockerGameHeroListResponse)

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

◆ FLootLockerHeroDelegate

typedef void(* FLootLockerHeroDelegate) (FLootLockerHeroResponse)

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

◆ FLootLockerHeroListDelegate

typedef void(* FLootLockerHeroListDelegate) (FLootLockerHeroListResponse)

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

◆ FLootLockerPlayerHeroDelegate

typedef void(* FLootLockerPlayerHeroDelegate) (FLootLockerPlayerHeroResponse)

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

◆ FPLootLockerListCharacterTypesResponse

typedef void(* FPLootLockerListCharacterTypesResponse) (FLootLockerListCharacterTypesResponse)

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

◆ FPLootLockerListPlayerCharactersResponse

typedef void(* FPLootLockerListPlayerCharactersResponse) (FLootLockerListPlayerCharactersResponse)

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

Function Documentation

◆ AddAssetToHeroLoadout()

static FString ULootLockerSDKManager::AddAssetToHeroLoadout ( const int32  HeroID,
const int32  AssetInstanceID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip an existing asset instance to a hero.

Parameters
HeroIDId of the hero
AssetInstanceIDId of the asset instance to equip
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

◆ AddGlobalAssetToHeroLoadout()

static FString ULootLockerSDKManager::AddGlobalAssetToHeroLoadout ( const int32  HeroID,
const int32  AssetID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip a global asset (default variation) to a hero.

Parameters
HeroIDId of the hero
AssetIDId of the global asset
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

◆ AddGlobalAssetVariationToHeroLoadout()

static FString ULootLockerSDKManager::AddGlobalAssetVariationToHeroLoadout ( const int32  HeroID,
const int32  AssetID,
const int32  AssetVariationID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip a specific global asset variation to a hero.

Parameters
HeroIDId of the hero
AssetIDId of the global asset
AssetVariationIDVariation id of the global asset
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

◆ CreateCharacter() [1/2]

static FString ULootLockerSDKManager::CreateCharacter ( bool  IsDefault,
const FString &  CharacterName,
const FString &  CharacterTypeId,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Create a character of a specified type and name (optionally set as default).

Use ListCharacterTypes to enumerate available character types.

Parameters
IsDefaultWhether the new character should be default
CharacterNameCharacter name
CharacterTypeIdCharacter type 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

◆ CreateCharacter() [2/2]

static FString ULootLockerSDKManager::CreateCharacter ( bool  IsDefault,
const FString &  CharacterName,
const int &  CharacterTypeId,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Create a character of a specified type and name (optionally set as default).

Use ListCharacterTypes to enumerate available character types.

Parameters
IsDefaultWhether the new character should be default
CharacterNameCharacter name
CharacterTypeIdCharacter type 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

◆ CreateHero()

static FString ULootLockerSDKManager::CreateHero ( const FLootLockerCreateHeroRequest Request,
const FLootLockerPlayerHeroDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Create a hero from a game hero template.

Parameters
RequestRequest containing template hero id and desired hero name
OnCompleteRequestDelegate 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

◆ CreateHeroWithVariation()

static FString ULootLockerSDKManager::CreateHeroWithVariation ( const FLootLockerCreateHeroWithVariationRequest Request,
const FLootLockerPlayerHeroDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Create a hero with a specific variation and optional default flag.

Parameters
RequestRequest including template hero id, hero name, variation id and default flag
OnCompleteRequestDelegate 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

◆ DeleteCharacter()

static FString ULootLockerSDKManager::DeleteCharacter ( int  CharacterId,
const FLootLockerCharacterDefaultResponse OnCompletedRequestBP,
const FString &  ForPlayerWithUlid = "" 
)
static

Delete a character by id (irreversible) and return its equipped items to inventory.

Parameters
CharacterIdId of the character to delete
OnCompletedRequestBPDelegate 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

◆ DeleteHero()

static FString ULootLockerSDKManager::DeleteHero ( const int32  HeroID,
const FLLHeroDefaultResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Delete a hero (irreversible; hero inventory is returned to player inventory and loadout reset).

Parameters
HeroIDId of the hero to delete
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

◆ EquipAssetToCharacterById() [1/2]

static FString ULootLockerSDKManager::EquipAssetToCharacterById ( int  CharacterId,
int  AssetId,
int  AssetVariationId,
const FLootLockerCharacterDefaultResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip an asset (by asset id and variation) to a specific character.

Parameters
CharacterIdId of the character
AssetIdAsset id
AssetVariationIdAsset variation 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

◆ EquipAssetToCharacterById() [2/2]

static FString ULootLockerSDKManager::EquipAssetToCharacterById ( int  CharacterId,
int  InstanceId,
const FLootLockerCharacterDefaultResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip an asset instance to a specific character.

Parameters
CharacterIdId of the character
InstanceIdAsset instance 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

◆ EquipAssetToDefaultCharacter()

static FString ULootLockerSDKManager::EquipAssetToDefaultCharacter ( int  InstanceId,
const FLootLockerCharacterDefaultResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Equip an asset instance to the player's default character.

Parameters
InstanceIdAsset instance id (from inventory or loadout)
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

◆ GetCharacterLoadout()

static FString ULootLockerSDKManager::GetCharacterLoadout ( const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List loadouts for all characters owned by the player including basic character info.

Succeeds even if there are no characters (response may be empty).

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

◆ GetCurrentLoadoutToDefaultCharacter()

static FString ULootLockerSDKManager::GetCurrentLoadoutToDefaultCharacter ( const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get the asset instances currently equipped on the player's default character.

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

◆ GetEquipableContextsByCharacterId()

static FString ULootLockerSDKManager::GetEquipableContextsByCharacterId ( int  OtherCharacterId,
const FContextDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List equipable contexts for another player's character by character id.

Parameters
OtherCharacterIdTarget character 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

◆ GetEquipableContextsToDefaultCharacter()

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

List equipable contexts (slots/categories) for the player's default character.

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

◆ GetGameHeroes()

static FString ULootLockerSDKManager::GetGameHeroes ( const FLootLockerGameHeroListDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List game hero templates (names and character info).

Parameters
OnCompleteRequestDelegate 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

◆ GetHero()

static FString ULootLockerSDKManager::GetHero ( const int32  HeroID,
const FLootLockerPlayerHeroDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get information about a specific hero owned by the player.

Parameters
HeroIDId of the hero 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

◆ GetHeroInventory()

static FString ULootLockerSDKManager::GetHeroInventory ( const int32  HeroID,
const FInventoryResponse OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List asset instances owned by the specified hero (first page only; endpoint is paginated).

Parameters
HeroIDId of the hero
OnCompleteRequestDelegate 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

◆ GetHeroLoadout()

static FString ULootLockerSDKManager::GetHeroLoadout ( const int32  HeroID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get the loadout (equipped items) for a hero owned by the player.

Parameters
HeroIDId of the hero
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

◆ GetOtherPlayersCharacterLoadouts()

static FString ULootLockerSDKManager::GetOtherPlayersCharacterLoadouts ( const FString &  OtherPlayerId,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "",
const FString &  OtherPlayerPlatform = "" 
)
static

Get character loadouts for another player by platform-specific id.

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

◆ GetOtherPlayersCharacterLoadoutsByUid()

static FString ULootLockerSDKManager::GetOtherPlayersCharacterLoadoutsByUid ( const FString &  OtherPlayerUid,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get character loadouts for another player by public UID.

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

◆ GetOtherPlayersCurrentLoadoutToDefaultCharacter()

static FString ULootLockerSDKManager::GetOtherPlayersCurrentLoadoutToDefaultCharacter ( FString  OtherPlayerId,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  OtherPlayerPlatform = FString(TEXT("")),
const FString &  ForPlayerWithUlid = "" 
)
static

Get the default character loadout for another player identified by a platform-specific id.

Parameters
OtherPlayerIdPlatform-specific id of the target player
OnCompletedRequestDelegate for handling the server response
OtherPlayerPlatformOptional: Platform the id refers to (if different than current)
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

◆ GetOtherPlayersDefaultHeroBySteamID64()

static FString ULootLockerSDKManager::GetOtherPlayersDefaultHeroBySteamID64 ( const int64  SteamID64,
const FLootLockerPlayerHeroDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get the default hero for another player by SteamID64.

Parameters
SteamID64SteamID64 of the target player
OnCompleteRequestDelegate 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

◆ GetOtherPlayersHeroLoadout()

static FString ULootLockerSDKManager::GetOtherPlayersHeroLoadout ( const int32  HeroID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get the loadout for another player's hero.

Parameters
HeroIDId of the hero
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

◆ ListCharacterTypes()

static FString ULootLockerSDKManager::ListCharacterTypes ( const FPLootLockerListCharacterTypesResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List character types configured for the game.

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

◆ ListOtherPlayersHeroesBySteamID64()

static FString ULootLockerSDKManager::ListOtherPlayersHeroesBySteamID64 ( const int64  SteamID64,
const FLootLockerHeroListDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List heroes owned by another player identified by SteamID64.

Parameters
SteamID64SteamID64 of the target player
OnCompleteRequestDelegate 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

◆ ListPlayerCharacters()

static FString ULootLockerSDKManager::ListPlayerCharacters ( const FPLootLockerListPlayerCharactersResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List characters owned by the player.

Parameters
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

◆ ListPlayerHeroes()

static FString ULootLockerSDKManager::ListPlayerHeroes ( const FLootLockerHeroListDelegate OnCompleteRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

List heroes owned by the player.

Parameters
OnCompleteRequestDelegate 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

◆ RemoveAssetToHeroLoadout()

static FString ULootLockerSDKManager::RemoveAssetToHeroLoadout ( const int32  HeroID,
const int32  AssetInstanceID,
const FHeroLoadoutReseponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Unequip an asset instance from a hero.

Parameters
HeroIDId of the hero
AssetInstanceIDId of the asset instance to unequip
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

◆ UnEquipAssetToCharacterById()

static FString ULootLockerSDKManager::UnEquipAssetToCharacterById ( int  CharacterId,
int  InstanceId,
const FLootLockerCharacterDefaultResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Unequip an asset instance from a specific character.

Parameters
CharacterIdId of the character
InstanceIdAsset instance 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

◆ UnEquipAssetToDefaultCharacter()

static FString ULootLockerSDKManager::UnEquipAssetToDefaultCharacter ( int  InstanceId,
const FLootLockerCharacterDefaultResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Unequip an asset instance from the player's default character.

Parameters
InstanceIdAsset instance 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

◆ UpdateCharacter()

static FString ULootLockerSDKManager::UpdateCharacter ( int  CharacterId,
bool  IsDefault,
FString &  Name,
const FCharacterLoadoutResponse OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Update a character's name and/or mark it as the default character.

Parameters
CharacterIdId of the character to update
IsDefaultWhether the character should become default
NameNew character name
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

◆ UpdateHero()

static FString ULootLockerSDKManager::UpdateHero ( const int32  HeroID,
const FLootLockerUpdateHeroRequest Request,
const FLootLockerPlayerHeroDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Update a hero's name and/or mark it as the default hero.

Parameters
HeroIDId of the hero to update
RequestRequest specifying new name and default flag
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(* FCharacterLoadoutResponse) (FLootLockerCharacterLoadoutResponse)
 C++ response callback delegate; receives an FLootLockerCharacterLoadoutResponse result.
 
typedef void(* FLootLockerCharacterDefaultResponse) (FLootLockerResponse)
 C++ response callback delegate; receives an FLootLockerResponse result.
 
typedef void(* FPLootLockerListCharacterTypesResponse) (FLootLockerListCharacterTypesResponse)
 C++ response callback delegate; receives an FLootLockerListCharacterTypesResponse result.
 
typedef void(* FPLootLockerListPlayerCharactersResponse) (FLootLockerListPlayerCharactersResponse)
 C++ response callback delegate; receives an FLootLockerListPlayerCharactersResponse result.
 
typedef void(* FLootLockerHeroDelegate) (FLootLockerHeroResponse)
 C++ response callback delegate; receives an FLootLockerHeroResponse result.
 
typedef void(* FLootLockerGameHeroListDelegate) (FLootLockerGameHeroListResponse)
 C++ response callback delegate; receives an FLootLockerGameHeroListResponse result.
 
typedef void(* FLootLockerHeroListDelegate) (FLootLockerHeroListResponse)
 C++ response callback delegate; receives an FLootLockerHeroListResponse result.
 
typedef void(* FLootLockerPlayerHeroDelegate) (FLootLockerPlayerHeroResponse)
 C++ response callback delegate; receives an FLootLockerPlayerHeroResponse result.
 
typedef void(* FLLHeroDefaultResponseDelegate) (FLootLockerResponse)
 C++ response callback delegate; receives an FLootLockerResponse result.
 
typedef void(* FHeroLoadoutReseponseDelegate) (FLootLockerHeroLoadoutResponse)
 C++ response callback delegate; receives an FLootLockerHeroLoadoutResponse result.
 

Functions

static FString ULootLockerSDKManager::GetGameHeroes (const FLootLockerGameHeroListDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 List game hero templates (names and character info).
 
static FString ULootLockerSDKManager::ListPlayerHeroes (const FLootLockerHeroListDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 List heroes owned by the player.
 
static FString ULootLockerSDKManager::ListOtherPlayersHeroesBySteamID64 (const int64 SteamID64, const FLootLockerHeroListDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 List heroes owned by another player identified by SteamID64.
 
static FString ULootLockerSDKManager::CreateHero (const FLootLockerCreateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 Create a hero from a game hero template.
 
static FString ULootLockerSDKManager::CreateHeroWithVariation (const FLootLockerCreateHeroWithVariationRequest &Request, const FLootLockerPlayerHeroDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 Create a hero with a specific variation and optional default flag.
 
static FString ULootLockerSDKManager::GetHero (const int32 HeroID, const FLootLockerPlayerHeroDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get information about a specific hero owned by the player.
 
static FString ULootLockerSDKManager::GetOtherPlayersDefaultHeroBySteamID64 (const int64 SteamID64, const FLootLockerPlayerHeroDelegate &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 Get the default hero for another player by SteamID64.
 
static FString ULootLockerSDKManager::UpdateHero (const int32 HeroID, const FLootLockerUpdateHeroRequest &Request, const FLootLockerPlayerHeroDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Update a hero's name and/or mark it as the default hero.
 
static FString ULootLockerSDKManager::DeleteHero (const int32 HeroID, const FLLHeroDefaultResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Delete a hero (irreversible; hero inventory is returned to player inventory and loadout reset).
 
static FString ULootLockerSDKManager::GetHeroInventory (const int32 HeroID, const FInventoryResponse &OnCompleteRequest, const FString &ForPlayerWithUlid="")
 List asset instances owned by the specified hero (first page only; endpoint is paginated).
 
static FString ULootLockerSDKManager::GetHeroLoadout (const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get the loadout (equipped items) for a hero owned by the player.
 
static FString ULootLockerSDKManager::GetOtherPlayersHeroLoadout (const int32 HeroID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get the loadout for another player's hero.
 
static FString ULootLockerSDKManager::AddAssetToHeroLoadout (const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip an existing asset instance to a hero.
 
static FString ULootLockerSDKManager::AddGlobalAssetToHeroLoadout (const int32 HeroID, const int32 AssetID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip a global asset (default variation) to a hero.
 
static FString ULootLockerSDKManager::AddGlobalAssetVariationToHeroLoadout (const int32 HeroID, const int32 AssetID, const int32 AssetVariationID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip a specific global asset variation to a hero.
 
static FString ULootLockerSDKManager::RemoveAssetToHeroLoadout (const int32 HeroID, const int32 AssetInstanceID, const FHeroLoadoutReseponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Unequip an asset instance from a hero.
 
static FString ULootLockerSDKManager::GetCharacterLoadout (const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List loadouts for all characters owned by the player including basic character info.
 
static FString ULootLockerSDKManager::UpdateCharacter (int CharacterId, bool IsDefault, FString &Name, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Update a character's name and/or mark it as the default character.
 
static FString ULootLockerSDKManager::CreateCharacter (bool IsDefault, const FString &CharacterName, const FString &CharacterTypeId, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Create a character of a specified type and name (optionally set as default).
 
static FString ULootLockerSDKManager::CreateCharacter (bool IsDefault, const FString &CharacterName, const int &CharacterTypeId, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Create a character of a specified type and name (optionally set as default).
 
static FString ULootLockerSDKManager::DeleteCharacter (int CharacterId, const FLootLockerCharacterDefaultResponse &OnCompletedRequestBP, const FString &ForPlayerWithUlid="")
 Delete a character by id (irreversible) and return its equipped items to inventory.
 
static FString ULootLockerSDKManager::ListCharacterTypes (const FPLootLockerListCharacterTypesResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List character types configured for the game.
 
static FString ULootLockerSDKManager::EquipAssetToDefaultCharacter (int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip an asset instance to the player's default character.
 
static FString ULootLockerSDKManager::EquipAssetToCharacterById (int CharacterId, int AssetId, int AssetVariationId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip an asset (by asset id and variation) to a specific character.
 
static FString ULootLockerSDKManager::EquipAssetToCharacterById (int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Equip an asset instance to a specific character.
 
static FString ULootLockerSDKManager::UnEquipAssetToDefaultCharacter (int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Unequip an asset instance from the player's default character.
 
static FString ULootLockerSDKManager::UnEquipAssetToCharacterById (int CharacterId, int InstanceId, const FLootLockerCharacterDefaultResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Unequip an asset instance from a specific character.
 
static FString ULootLockerSDKManager::GetCurrentLoadoutToDefaultCharacter (const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get the asset instances currently equipped on the player's default character.
 
static FString ULootLockerSDKManager::GetOtherPlayersCurrentLoadoutToDefaultCharacter (FString OtherPlayerId, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &OtherPlayerPlatform=FString(TEXT("")), const FString &ForPlayerWithUlid="")
 Get the default character loadout for another player identified by a platform-specific id.
 
static FString ULootLockerSDKManager::GetEquipableContextsToDefaultCharacter (const FContextDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List equipable contexts (slots/categories) for the player's default character.
 
static FString ULootLockerSDKManager::GetEquipableContextsByCharacterId (int OtherCharacterId, const FContextDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List equipable contexts for another player's character by character id.
 
static FString ULootLockerSDKManager::ListPlayerCharacters (const FPLootLockerListPlayerCharactersResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 List characters owned by the player.
 
static FString ULootLockerSDKManager::GetOtherPlayersCharacterLoadouts (const FString &OtherPlayerId, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="", const FString &OtherPlayerPlatform="")
 Get character loadouts for another player by platform-specific id.
 
static FString ULootLockerSDKManager::GetOtherPlayersCharacterLoadoutsByUid (const FString &OtherPlayerUid, const FCharacterLoadoutResponse &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get character loadouts for another player by public UID.