LootLocker Unreal SDK 10.5.0
Game backend SDK for Unreal Engine
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Miscellaneous Utilities

Detailed Description

Helpers that don't fit neatly into a feature group.

Typedef Documentation

◆ FGameInfoResponseDelegate

typedef void(* FGameInfoResponseDelegate) (FLootLockerGameInfoResponse)

C++ response delegate for fetching game info.

◆ FLootLockerConnectionStateDelegate

typedef void(* FLootLockerConnectionStateDelegate) (FLootLockerConnectionStateResponse)

C++ response delegate for CheckConnectionStatus.

◆ FTimeResponseDelegate

typedef void(* FTimeResponseDelegate) (FLootLockerTimeResponse)

C++ response delegate for fetching server time.

Function Documentation

◆ CheckConnectionStatus()

static FString ULootLockerSDKManager::CheckConnectionStatus ( const FLootLockerConnectionStateDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Check the current connection and session state for a player.

Performs fast local checks first, then a lightweight ping to the LootLocker servers. Returns one of the following states:

  • NotInitialized — the SDK has not been configured (game API key is not set).
  • NotSignedIn — no saved credentials exist for the specified player.
  • SavedButInactive — the player has saved credentials but is not currently active in the multi-player session. Call SetPlayerUlidToActive or start a new session first.
  • NoConnection — the server could not be reached (no network, timeout, or status 0).
  • SignedInAndConnected — the session is valid and the server is reachable.
  • SessionExpired — a session exists but the token is no longer valid (401 or non-ban 403).
  • Banned — the player is currently banned; BanDetails is populated.
  • ServerError — the server returned a 5xx or other unexpected error.

Note: if automatic token refresh is enabled in the SDK config (AllowTokenRefresh), the underlying HTTP client may attempt a refresh when the ping returns 401 or 403. This method reports the resulting state after any such automatic behavior — it does not explicitly request a refresh.

Parameters
OnCompletedRequestDelegate called when the check is complete
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

◆ GetGameInfo()

static FString ULootLockerSDKManager::GetGameInfo ( const FGameInfoResponseDelegate OnComplete)
static

Get game meta information.

Parameters
OnCompleteDelegate 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

◆ GetLastActivePlatform()

static FString ULootLockerSDKManager::GetLastActivePlatform ( const FString &  ForPlayerWithUlid = "")
static

Get the last active platform from a previous session.

Parameters
ForPlayerWithUlidOptional: Execute for the specified player ULID (default player if empty)
Returns
Last active platform identifier (empty if none recorded)
A unique id for this request, use this to match callbacks to requests when you have multiple simultaneous requests outbound

◆ GetServerTime()

static FString ULootLockerSDKManager::GetServerTime ( const FTimeResponseDelegate OnCompletedRequest,
const FString &  ForPlayerWithUlid = "" 
)
static

Get current server time (ping).

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

Typedefs

typedef void(* FTimeResponseDelegate) (FLootLockerTimeResponse)
 C++ response delegate for fetching server time.
 
typedef void(* FGameInfoResponseDelegate) (FLootLockerGameInfoResponse)
 C++ response delegate for fetching game info.
 
typedef void(* FLootLockerConnectionStateDelegate) (FLootLockerConnectionStateResponse)
 C++ response delegate for CheckConnectionStatus.
 

Functions

static FString ULootLockerSDKManager::GetServerTime (const FTimeResponseDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Get current server time (ping).
 
static FString ULootLockerSDKManager::GetLastActivePlatform (const FString &ForPlayerWithUlid="")
 Get the last active platform from a previous session.
 
static FString ULootLockerSDKManager::GetGameInfo (const FGameInfoResponseDelegate &OnComplete)
 Get game meta information.
 
static FString ULootLockerSDKManager::CheckConnectionStatus (const FLootLockerConnectionStateDelegate &OnCompletedRequest, const FString &ForPlayerWithUlid="")
 Check the current connection and session state for a player.