Installation #
The following steps outline how to install the LootLocker SDK into your Unreal project.
Installing From Github Repository #
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Download the latest Unreal Package release from the Github repository.
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Download Repository as a Zip or Clone the project.
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Copy the LootLockerSDK folder from the plugins folder equivalent to the Unreal Version you intend to use. For example, if you are using Unreal Version 4.26, Navigate to 4.26/Plugins to find the appropriate LootLockerSDK folder.
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Create a plugins folder in your Unreal project root folder if it doesnt already exist.
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Paste the LootLockerSDK folder into the plugins folder created.
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Return to the root project folder.
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Right-click on the “Unreal Engine Project Launch” file and click on “Generate Visual Studio Project Files”.
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Open the .sln file of your project.
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Open your project’s Build.cs file.
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Add {“LootLockerSDK”} to the PublicDependencyModuleNames list.
Example: PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “LootLockerSDK” });
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Add {“Http”, “Json”, “JsonUtilities”} to the PrivateDependencyModuleNames list.
Example: PrivateDependencyModuleNames.AddRange(new string[] { “Http”, “Json”, “JsonUtilities” });
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Setting Config
V1.0.0 #
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Open the LootLockerConfig.CPP file located in the plugins folder.
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Modify the LootLockerGameKey, Platform, Game Version, Development mode and AllowTokenRefresh (Set to true if you want the LootLockerSDK to attempt to refresh the token if it expires).
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You should now have access to the SDK in both your C++ and Blueprint projects.
V1.0.1 #
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Navigate to Edit/Project Settings.
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Scroll down on the left panel until the plugins sections of the project settings.
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Click on LootLockerSDK.
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Modify the LootLockerGameKey, Platform, Game Version, Development mode and AllowTokenRefresh (Set to true if you want the LootLockerSDK to attempt to refresh the token if it expires).
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You should now have access to the SDK in both your C++ and Blueprint projects.
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Please note that, if you ever update the plugin you might have to do steps 14 & 15 again. You can also choose to skip step 14 & 15 by opting 15 set the configuration via code.
Installing From Marketplace #
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In the Epic Games launcher, search for LootLocker SDK.
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Click on the LootLockerSDK and click “Install to Engine”.
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If you were previously using the plugin as a project plugin, delete the LootLockerSDK folder under “Plugins” directory in your existing Unreal project.
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Open your Unreal project in the Unreal Editor.
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Navigate to Edit/Plugins in the menu.
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Search for LootLockerSDK.
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Tick “Enabled”, the editor should prompt you to restart Unreal.
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Once restarted, click on File/Refresh Visual Studio Project in the menu.
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Click on File/Open Visual Studio.
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Once the solution opens in visual studio, navigate to the LootLockerSDK folder located in the Engine Plugins/Marketplace folder.
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Open your project’s Build.cs file.
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Add {“LootLockerSDK”} to the PublicDependencyModuleNames list.
Example: PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “LootLockerSDK” });
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Add {“Http”, “Json”, “JsonUtilities”} to the PrivateDependencyModuleNames list.
Example: PrivateDependencyModuleNames.AddRange(new string[] { “Http”, “Json”, “JsonUtilities” });
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Setting Config
V1.0.0 #
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Open the LootLockerConfig.CPP file located in the plugins folder.
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Modify the LootLockerGameKey, Platform, Game Version, Development mode and AllowTokenRefresh (Set to true if you want the LootLockerSDK to attempt to refresh the token if it expires).
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You should now have access to the SDK in both your C++ and Blueprint projects.
V1.0.1 #
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Navigate to Edit/Project Settings.
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Scroll down on the left panel until the plugins sections of the project settings.
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Click on LootLockerSDK.
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Modify the LootLockerGameKey, Platform, Game Version, Development mode and AllowTokenRefresh (Set to true if you want the LootLockerSDK to attempt to refresh the token if it expires).
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You should now have access to the SDK in both your C++ and Blueprint projects.
-
Please note that, if you ever update the plugin you might have to do steps 14 & 15 again. You can also choose to skip step 14 & 15 by opting to set the configuration via code.