Economy #

Read more about the Economy system in Hiro here.

Donation claim #

Claim one or more rewards which are partially or full donated by other players.

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FHiroEconomyDonationClaimRequest Request;
Request.Items = {TEXT("donation_1"), TEXT("donation_2")}

FHiroOnEconomyDonationClaim OnEconomyDonationClaim;
OnEconomyDonationClaim.AddDynamic(this, &AMyActor::OnEconomyDonationClaim)
FOnError OnError;

HiroClient->EconomyDonationCLaim(Session, Request, OnEconomyDonationClaim, OnError)

void AMyActor::OnEconomyDonationClaim(const FHiroEconomyDonationClaimRewards& EconomyDonationClaimRewards)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyDonationClaimRewards.ToJson());
}

Donate some resource (currencies, items, etc.) to a user by donation ID.

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FHiroEconomyDonationGiveRequest Request;
Request.UserId = TEXT("user_1");
Request.DonationId = TEXT("donation_1")

FHiroOnEconomyDonationGive OnEconomyDonationGive;
OnEconomyDonationGive.AddDynamic(this, &AMyActor::OnEconomyDonationGive)
FOnError OnError;

HiroClient->EconomyDonationGive(Session, Request, OnEconomyDonationGive, OnError)

void AMyActor::OnEconomyDonationGive(const FHiroEconomyUpdateAck& EconomyUpdateAck)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyUpdateAck.ToJson());
}

Get donation progress #

Get progress on one or more donations for a set of players by their IDs.

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FHiroEconomyDonationGetRequest Request;
Request.Ids = {TEXT("donation_1"), TEXT("donation_2")};

FHiroOnEconomyDonationGet OnEconomyDonationGet;
OnEconomyDonationGet.AddDynamic(this, &AMyActor::OnEconomyDonationGet)
FOnError OnError;

HiroClient->EconomyDonationGet(Session, Request, OnEconomyDonationGet, OnError)

void AMyActor::OnEconomyDonationGet(const FHiroEconomyDonationsByUserList& EconomyDonationsByUserList)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyDonationsByUserList.ToJson());
}

Request a donation #

Request a donation which other players can contribute into.

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FHiroEconomyDonationRequest Request;
Request.DonationId = TEXT("donation_1");

FHiroOnEconomyDonationRequest OnEconomyDonationRequest;
OnEconomyDonationRequest.AddDynamic(this, &AMyActor::OnEconomyDonationRequest)
FOnError OnError;

HiroClient->EconomyDonationRequest(Session, Request, OnEconomyDonationRequest, OnError)

void AMyActor::OnEconomyDonationRequest(const FHiroEconomyDonationAck& EconomyDonationAck)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyDonationAck.ToJson());
}

Get store items #

Get all store items defined in the Virtual Store.

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FHiroEconomyListRequest Request;
Request.StoreType = EHiroEconomyStoreType::ECONOMY_STORE_TYPE_APPLE_APPSTORE;

FHiroOnEconomyStoreGet OnEconomyStoreGet;
OnEconomyStoreGet.AddDynamic(this, &AMyActor::OnEconomyStoreGet)
FOnError OnError;

HiroClient->EconomyStoreGet(Session, Request, OnEconomyStoreGet, OnError)

void AMyActor::OnEconomyStoreGet(const FHiroEconomyList& EconomyList)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyList.ToJson());
}

Grant currencies or reward modifiers #

Grant one or more currencies or reward modifiers to te player.

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FHiroEconomyGrantRequest Request;
Request.Currencies.Add(TEXT("coins"), 100);

FHiroOnEconomyGrant OnEconomyGrant;
OnEconomyGrant.AddDynamic(this, &AMyActor::OnEconomyGrant)
FOnError OnError;

HiroClient->EconomyGrant(Session, Request, OnEconomyGrant, OnError)

void AMyActor::OnEconomyGrant(const FHiroEconomyUpdateAck& EconomyUpdateAck)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyUpdateAck.ToJson());
}

Send a purchase intent #

Send a marker of intent to purchase by the player.

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FHiroEconomyPurchaseIntentRequest Request;
Request.ItemId = TEXT("item_1")
Request.StoreType = EHiroEconomyStoreType::ECONOMY_STORE_TYPE_APPLE_APPSTORE;
Request.Sku = TEXT("sku_1");

FOnError OnError;

HiroClient->EconomyPurchaseIntent(Session, Request, OnError)

Purchase a store item #

Purchase a store item by the player.

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FHiroEconomyPurchaseRequest Request;
Request.ItemId = TEXT("item_1")
Request.StoreType = EHiroEconomyStoreType::ECONOMY_STORE_TYPE_APPLE_APPSTORE;
Request.Receipt = TEXT("<receipt>");

FHiroOnEconomyPurchaseItem OnEconomyPurchaseItem;
OnEconomyPurchaseItem.AddDynamic(this, &AMyActor::OnEconomyPurchaseItem)
FOnError OnError;

HiroClient->EconomyPurchaseItem(Session, Request, OnEconomyPurchaseItem, OnError)

void AMyActor::OnEconomyPurchaseItem(const FHiroEconomyPurchaseAck& EconomyPurchaseAck)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyPurchaseAck.ToJson());
}

Get ad placement status #

Get the current status on an Ad placement which may have been rewarded.

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FHiroEconomyPlacementStatusRequest Request;
Request.RewardId = TEXT("reward_1");
Request.PlacementId = TEXT("placement_1");
Request.Count = 0;

FHiroOnEconomyPlacementStatus OnEconomyPlacementStatus;
OnEconomyPlacementStatus.AddDynamic(this, &AMyActor::OnEconomyPlacementStatus)
FOnError OnError;

HiroClient->EconomyPlacementStatus(Session, Request, OnEconomyPlacementStatus, OnError)

void AMyActor::OnEconomyPlacementStatus(const FHiroEconomyPlacementStatus& EconomyPlacementStatus)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyPlacementStatus.ToJson());
}

Start a new ad placement #

Start a new Ad placement by placement ID.

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FHiroEconomyPlacementStartRequest Request;
Request.PlacementId = TEXT("placement_1");

FHiroOnEconomyPlacementStart OnEconomyPlacementStart;
OnEconomyPlacementStart.AddDynamic(this, &AMyActor::OnEconomyPlacementStart)
FOnError OnError;

HiroClient->EconomyPlacementStart(Session, Request, OnEconomyPlacementStart, OnError)

void AMyActor::OnEconomyPlacementStart(const FHiroEconomyPlacementStatus& EconomyPlacementStatus)
{
    UE_LOG(LogTemp, Log, TEXT("%s"), *EconomyPlacementStatus.ToJson());
}

Placement success #

Webhook RPC to handle Rewarded Video Ad placement success callbacks.

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FOnError OnError;

HiroClient->EconomyPlacementSuccess(Session, OnError);

Placement fail #

Webhook RPC to handle Rewarded Video Ad placement failure callbacks.

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FOnError OnError;

HiroClient->EconomyPlacementFail(Session, OnError);