LootLocker Unreal SDK 10.5.0
Game backend SDK for Unreal Engine
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Initialization

Detailed Description

Set up and configure the SDK before starting a session.

Configure the SDK via ULootLockerConfig before starting any session.

See the LootLocker documentation.

Typedef Documentation

◆ FLootLockerConfigurationUpdateDelegate

typedef void(* FLootLockerConfigurationUpdateDelegate) (const FString &)

Delegate type for configuration update events.

Enumeration Type Documentation

◆ ELootLockerMultiUserSessionMode

enum class ELootLockerMultiUserSessionMode : uint8
strong

Controls how the SDK handles multiple player sessions when a new authentication succeeds.

Determines which player is considered the "default" for API calls that do not specify a player ULID.

Enumerator
NotSet 

[Not yet configured] The SDK will automatically set the correct mode the first time the project is loaded with this version of the SDK: new installs (no API key) get SingleSession, existing projects get Hotseat for backwards compatibility.

This value should never be set manually.

Hotseat 

Multiple active sessions are allowed simultaneously.

The first player to authenticate in a game session becomes the default. Subsequent authentications are additive — they join the active pool but do not change the default. All player data is retained in persistent cache between sessions.

Best for: local multiplayer, couch co-op, or any game where multiple players share a device at the same time.

SingleSession 

Only one player session exists at any given time.

Each new authentication completely wipes all previous session data before saving the new player as the sole active default. There is always exactly one player in the system; no historical data is kept.

Best for: standard single-player games where only one account should ever exist on the device.

ProfileSwitching 

Only one player is active at a time, but historical player sessions are retained in a cold cache.

Each new authentication makes that player the sole active and default while all previously active players are deactivated — but their session data remains on-device. You can switch back to a previously-authenticated player without re-authenticating.

Best for: games with an account selection screen, or games where players switch between accounts.

Data Structures

class  ULootLockerConfig
 
struct  FLootLockerFileConfig
 Data struct for the pre-configured file config, loaded at startup from the "<PackageName>PreConfig[-<identifier>].bytes" file in the plugin's Config directory. More...
 

Typedefs

typedef void(* FLootLockerConfigurationUpdateDelegate) (const FString &)
 Delegate type for configuration update events.
 

Enumerations

enum class  ELootLockerMultiUserSessionMode : uint8 { ELootLockerMultiUserSessionMode::NotSet , ELootLockerMultiUserSessionMode::Hotseat , ELootLockerMultiUserSessionMode::SingleSession , ELootLockerMultiUserSessionMode::ProfileSwitching }
 Controls how the SDK handles multiple player sessions when a new authentication succeeds. More...