From 49801cdc3fd53e1c92bc45f9b94a3c617617935e Mon Sep 17 00:00:00 2001 From: Erik Bylund Date: Tue, 19 May 2026 20:52:40 +0200 Subject: [PATCH] feat: Add context filtering to simple asset listing --- .../Public/GameAPI/LootLockerAssetsRequestHandler.h | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/LootLockerSDK/Source/LootLockerSDK/Public/GameAPI/LootLockerAssetsRequestHandler.h b/LootLockerSDK/Source/LootLockerSDK/Public/GameAPI/LootLockerAssetsRequestHandler.h index 24facab0..f0424f4a 100644 --- a/LootLockerSDK/Source/LootLockerSDK/Public/GameAPI/LootLockerAssetsRequestHandler.h +++ b/LootLockerSDK/Source/LootLockerSDK/Public/GameAPI/LootLockerAssetsRequestHandler.h @@ -466,9 +466,12 @@ struct FLootLockerSimpleAssetFilters /// If true only UGC assets are returned UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker") bool ugc_only = false; - /// If provided only the requested ids will be returned (max 100, server enforced). Pagination ignored. + /// If provided only the requested ids will be returned (max 100, server enforced). When this is set, pagination is ignored. UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker") TArray asset_ids; + /// If provided only assets from the specified contexts will be returned. + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker") + TArray context_ids; /// Filters to apply to the asset listing based on key-value pairs. UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="LootLocker") TArray asset_filters;