Manage multiple simultaneous player sessions on a single device.
Ideal for local multiplayer, hot seat, and couch co-op games. All SDK methods accept an optional player-ULID parameter to target a specific session. Players move through three states: active (authenticated this session), inactive-cached (session data survives a restart), and cached (device-local data, no current session).
See the LootLocker documentation.
◆ ClearAllPlayerCaches()
| static void ULootLockerSDKManager::ClearAllPlayerCaches |
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Clear cached state for all players (forces re-authentication)
◆ ClearAllPlayerCachesExceptForPlayer()
| static void ULootLockerSDKManager::ClearAllPlayerCachesExceptForPlayer |
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const FString & |
PlayerUlid | ) |
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Clear cached state for all players except the specified one.
- Parameters
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| PlayerUlid | ULID of the player whose cache to retain |
◆ ClearCacheForPlayer()
| static void ULootLockerSDKManager::ClearCacheForPlayer |
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const FString & |
PlayerUlid | ) |
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Clear cached state for the specified player (forces re-authentication)
- Parameters
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| PlayerUlid | ULID of the player whose cache to clear |
◆ GetActivePlayerUlids()
| static TArray< FString > ULootLockerSDKManager::GetActivePlayerUlids |
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Get active player ULIDs since game start (or state initialization)
- Returns
- Array of player ULIDs considered active since game start
◆ GetCachedPlayerUlids()
| static TArray< FString > ULootLockerSDKManager::GetCachedPlayerUlids |
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Get ULIDs that have a cached state.
- Returns
- Array of player ULIDs with cached state
◆ GetDefaultPlayerUlid()
| static FString ULootLockerSDKManager::GetDefaultPlayerUlid |
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Get the default player ULID used when no player is specified.
- Returns
- ULID of the default player used for unspecified requests
◆ GetSavedStateOrDefaultOrEmptyForPlayer()
| static FLootLockerPlayerData ULootLockerSDKManager::GetSavedStateOrDefaultOrEmptyForPlayer |
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const FString & |
PlayerUlid | ) |
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Get saved state for a player ULID (or default if none supplied; empty if neither exist)
- Parameters
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| PlayerUlid | ULID of the player to retrieve state for (empty uses default) |
- Returns
- Player state for the specified ULID, or the default player, or an empty state if none exist
◆ SetAllPlayersToInactive()
| static void ULootLockerSDKManager::SetAllPlayersToInactive |
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Mark all currently active players as inactive.
◆ SetAllPlayersToInactiveExceptForPlayer()
| static void ULootLockerSDKManager::SetAllPlayersToInactiveExceptForPlayer |
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const FString & |
PlayerUlid | ) |
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Mark all players inactive except the specified player.
- Parameters
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| PlayerUlid | ULID of the player to keep active |
◆ SetDefaultPlayer()
| static bool ULootLockerSDKManager::SetDefaultPlayer |
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const FString & |
PlayerUlid | ) |
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Set the default player state used when no player is specified.
- Parameters
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| PlayerUlid | ULID of the player to set as default |
- Returns
- True if the operation succeeded; false otherwise
◆ SetPlayerUlidToInactive()
| static void ULootLockerSDKManager::SetPlayerUlidToInactive |
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const FString & |
PlayerUlid | ) |
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Mark a player's state as inactive.
- Parameters
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| PlayerUlid | ULID of the player to set inactive |