LootLocker Unreal SDK 10.4.0
Game backend SDK for Unreal Engine
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Multi-User Management

Detailed Description

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.

Function Documentation

◆ ClearAllPlayerCaches()

static void ULootLockerSDKManager::ClearAllPlayerCaches ( )
static

Clear cached state for all players (forces re-authentication)

◆ ClearAllPlayerCachesExceptForPlayer()

static void ULootLockerSDKManager::ClearAllPlayerCachesExceptForPlayer ( const FString &  PlayerUlid)
static

Clear cached state for all players except the specified one.

Parameters
PlayerUlidULID of the player whose cache to retain

◆ ClearCacheForPlayer()

static void ULootLockerSDKManager::ClearCacheForPlayer ( const FString &  PlayerUlid)
static

Clear cached state for the specified player (forces re-authentication)

Parameters
PlayerUlidULID of the player whose cache to clear

◆ GetActivePlayerUlids()

static TArray< FString > ULootLockerSDKManager::GetActivePlayerUlids ( )
static

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 ( )
static

Get ULIDs that have a cached state.

Returns
Array of player ULIDs with cached state

◆ GetDefaultPlayerUlid()

static FString ULootLockerSDKManager::GetDefaultPlayerUlid ( )
static

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 ( const FString &  PlayerUlid)
static

Get saved state for a player ULID (or default if none supplied; empty if neither exist)

Parameters
PlayerUlidULID 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 ( )
static

Mark all currently active players as inactive.

◆ SetAllPlayersToInactiveExceptForPlayer()

static void ULootLockerSDKManager::SetAllPlayersToInactiveExceptForPlayer ( const FString &  PlayerUlid)
static

Mark all players inactive except the specified player.

Parameters
PlayerUlidULID of the player to keep active

◆ SetDefaultPlayer()

static bool ULootLockerSDKManager::SetDefaultPlayer ( const FString &  PlayerUlid)
static

Set the default player state used when no player is specified.

Parameters
PlayerUlidULID of the player to set as default
Returns
True if the operation succeeded; false otherwise

◆ SetPlayerUlidToInactive()

static void ULootLockerSDKManager::SetPlayerUlidToInactive ( const FString &  PlayerUlid)
static

Mark a player's state as inactive.

Parameters
PlayerUlidULID of the player to set inactive

Functions

static TArray< FString > ULootLockerSDKManager::GetActivePlayerUlids ()
 Get active player ULIDs since game start (or state initialization)
 
static void ULootLockerSDKManager::SetPlayerUlidToInactive (const FString &PlayerUlid)
 Mark a player's state as inactive.
 
static void ULootLockerSDKManager::SetAllPlayersToInactive ()
 Mark all currently active players as inactive.
 
static void ULootLockerSDKManager::SetAllPlayersToInactiveExceptForPlayer (const FString &PlayerUlid)
 Mark all players inactive except the specified player.
 
static TArray< FString > ULootLockerSDKManager::GetCachedPlayerUlids ()
 Get ULIDs that have a cached state.
 
static FString ULootLockerSDKManager::GetDefaultPlayerUlid ()
 Get the default player ULID used when no player is specified.
 
static bool ULootLockerSDKManager::SetDefaultPlayer (const FString &PlayerUlid)
 Set the default player state used when no player is specified.
 
static FLootLockerPlayerData ULootLockerSDKManager::GetSavedStateOrDefaultOrEmptyForPlayer (const FString &PlayerUlid)
 Get saved state for a player ULID (or default if none supplied; empty if neither exist)
 
static void ULootLockerSDKManager::ClearCacheForPlayer (const FString &PlayerUlid)
 Clear cached state for the specified player (forces re-authentication)
 
static void ULootLockerSDKManager::ClearAllPlayerCachesExceptForPlayer (const FString &PlayerUlid)
 Clear cached state for all players except the specified one.
 
static void ULootLockerSDKManager::ClearAllPlayerCaches ()
 Clear cached state for all players (forces re-authentication)