Get Catalog All
GET/inventory/v1/catalog
Get the entire catalog.
This endpoint endpoint is generally discouraged outside of prototyping and early development. It's not that the endpoint won't function, but rather that it creates a pattern that may result in a poor end user experience. It has etag/if-none-match handling, but it is for the entire catalog. So if a single byte changes inside the catalog (e.g. turning on a loot record, adding a single new item, changing a price point, adjusting the threshold to hit level X in an XP Table), then the etag will change. If clients are re-requesting data from this endpoint, then those changes will result in them re-downloading, and re-parsing the entire catalog for that tiny modification.
Early on in a game's lifecycle, this doesn't matter much - since catalog data is pretty small. But as your game grows, and you create lots of things to receive/purchase/grant, the data will balloon in size. Parsing the response does occur on unreal's main thread, and with a sufficiently large catalog, you may see hitches. There will also be lots of data in there that may not even be necessary for your client to see at all (e.g. if you only grant the loot from the dedicated server or if an item is just a tracker, it doesn't necessarily need to be visible on the client).
We generally encourage having a well-known list of vendors to request from /inventory/v1/catalog/vendor/{vendor_id}, and then requesting the entire set of xp tables, price points, and bucket rulesets (as those are generally pretty small lists). That list of vendors could come from anywhere, it could be hardcoded, be set from an ini (if your client is unlikely to need arbitrary vendor additions, but you want to retain the ability to patch it) or it could come down in a kv.
Request
Header Parameters
If you provide the ETag that matches the current ETag for this content, will return a 304 response - indicating that the content has not changed.
Responses
- 200
- 304
- 403
- 404
- 422
Successful Response
Response Headers
ETag
string
Used to identify this version of the content. Provide with a get request to avoid downloading the same data multiple times.
- application/json
- Schema
- Example (from schema)
Schema
- XpTables
- MOD1
- CacheInfo
- CacheInfo
- PortalUseRulesets
Array [
]
- CacheInfo
- CacheInfo
- InventoryBucketUseRuleSets
Array [
]
- CacheInfo
- CacheInfo
- Vendors
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- Item
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- CacheInfo
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- InventoryBucket
- MOD1
- MOD1
- CacheInfo
- LootPrice
Array [
Array [
Array [
- MOD1
- MOD1
]
]
]
- CacheInfo
- CacheInfo
- Loots
- MOD1
- MOD1
- MOD1
- MOD1
- Item
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- CacheInfo
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- InventoryBucket
- MOD1
- MOD1
- CacheInfo
- LootPrice
Array [
Array [
Array [
- MOD1
- MOD1
]
]
]
- CacheInfo
- Items
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- CacheInfo
- CacheInfo
- PricePoints
- MOD1
Array [
- MOD1
- MOD1
- MOD1
- MOD1
Array [
]
]
Array [
- MOD1
- MOD1
- MOD1
- MOD1
Array [
]
]
- CacheInfo
- CacheInfo
- TimeFrames
- MOD1
- CacheInfo
- CacheInfo
- PlatformSKUs
Array [
- LootEntitlement
- MOD1
- MOD1
- MOD1
- ExternalKeyEntitlement
- CacheInfo
]
- CacheInfo
- CacheInfo
xp_tables
object
The XP Tables.
anyOf
A collection of XP Tables. Each table is a collection of XP Levels from 1 to N. Each level has a minimum XP value.
xp_tables
object
property name*
XpTable
A collection of XP Levels from 1 to N. Each level has a minimum XP value.
custom_data
object
Custom data associated with the resource
xp_uuid
object
The XP Table UUID
anyOf
string
xp_entries
object
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
portal_use_rulesets
object
deprecated
The Portal Use Rulesets. Use Inventory Bucket Use Rule Sets instead.
anyOf
A collection of Portal Use Rulesets. A ruleset determine how item can be used across portals.
custom_data
object
Custom data associated with the resource
rulesets
object
property name*
PortalUseRuleset
A collection of Portal Use Rules.
custom_data
object
Custom data associated with the resource
rules
object
property name*
Portal (integer)[]
Possible values: [-2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33]
integer
Possible values: [-2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33]
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
inventory_bucket_use_rule_sets
object
The rules on how to use Inventory Buckets.
anyOf
A collection of Inventory Bucket Use Rule Sets. A rule set determine how item can be used across buckets.
rule_sets
object
property name*
InventoryBucketUseRuleSet
A collection of Inventory Bucket Use Rules.
custom_data
object
Custom data associated with the resource
rules
object
property name*
InventoryBucket (string)[]
Possible values: [free, sweat, none, anon, amazon, steam, psn, xbox_live, google, twitch, nintendo_switch, apple, nintendo, epic, google_play, nintendo_ppid]
string
Possible values: [free, sweat, none, anon, amazon, steam, psn, xbox_live, google, twitch, nintendo_switch, apple, nintendo, epic, google_play, nintendo_ppid]
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
vendors
object
The Vendors.
anyOf
A collection of Vendors by Vendor ID.
vendors
object
property name*
Vendor
A collection of Loot and how to fulfill them.
custom_data
object
Custom data associated with the resource
vendor_uuid
object
The Vendor UUID
anyOf
string
Possible values: [recipe, randomly_sampled]
Default value: recipe
Determines how the Vendor fulfills the loot
Default value: 0
Default value: 0
loot
object
The Loot the Vendor will fulfill mapped by Loot ID.
property name*
Loot
Loot determines how an Item fulfilled. When Loot is fulfilled, the Item is granted to the player or the Sub Vendor is fulfilled but not both.
custom_data
object
Custom data associated with the resource
loot_uuid
object
The Loot UUID
anyOf
string
The Loot ID
The Vendor ID
vendor_uuid
object
The Vendor UUID
anyOf
string
item_id
object
The Item ID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
integer
item_uuid
object
The Item UUID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
string
item
object
In-line Item definition. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
An Item. Item come in a couple of different flavors; determined by the type field.
Unit items are stored in a player's inventory.
Recipe items are not stored in a player's inventory and are used to fulfill SubVendor Loot.
RecipeWithPriceReduction items are not stored in a player's inventory and are used to fulfill SubVendor Loot but at a reduced cost if the Player owns some of the Loot.
Entitlement items are stored in a player's inventory and are fulfilled to the player each time an Inventory Session is created and when the Entitlement is fulfilled to the Player.
custom_data
object
Custom data associated with the resource
item_uuid
object
The Item UUID
anyOf
string
Possible values: [unit, recipe, recipe_with_price_reduction, entitlement, dynamic_bundle]
Default value: unit
The type of item.
Default value: 0
Default value: 0
Default value: 0
Default value: 0
entitled_loot_uuid
object
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot that will be fulfilled.
anyOf
string
Default value: 0
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot ID that will be fulfilled.
level_xp_table_uuid
object
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
anyOf
string
Default value: 0
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
level_vendor_uuid
object
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
anyOf
string
Default value: 0
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
coupon_discount_currency_item_uuid
object
The item of the currency used by this coupon. This is only valid for an unit Item.
anyOf
string
Default value: 0
The item of the currency used by this coupon. This is only valid for an unit Item.
Possible values: <= 1
Default value: 0
The percentage of the discount. This is only valid for an unit Item.
If true, the coupon will be consumed when used; reducing the Player's Inventory quantity by 1. This is only valid for an unit Item.
Default value: 0
inventory_bucket_use_rule_set_id
object
The Inventory Bucket Use Rule Set ID that determines how this item can be used across buckets.
anyOf
string
Default value: 0
Maximum ownership (permanent+rental) allowed for this item. 0 means no limit
Default value: ``
List of Loot IDs this item can discount
Default value: ``
List of Loot this item can discount
cache_info
object
Cache information for this item.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
sub_vendor_id
object
The Sub Vendor ID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
integer
sub_vendor_uuid
object
The Sub Vendor UUID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
string
Default value: 0
The quantity of the Item or Sub Vendor to fulfill. This will be multiplied by the quantity of fulfilled Loot and the parent Loot if quantity_type is relative.
Possible values: [invalid, own, rent, rent_timeframe_locked, own_transient, inherit_entitlement_inventory]
Default value: invalid
The Inventory Selector Type. Determine how the Inventory is selected and quantity is modified.
Possible values: [invalid, add, subtract, set, check_greater_than_or_equal, check_less_than, check_greater_than_or_equal_and_subtract]
Default value: invalid
The Inventory Operation. Determine how the Loot quantity is modified based on the context it is fulfilled in. This also determines the order Loot will be fulfilled in when sort_order is the same.
Determines if the Loot is active. Inactive Loot will not be fulfilled.
Default value: 0
The sort order of the Loot. Lower sort order will be fulfilled first. Inventory Operation is used as a tie breaker when sort_order is the same.
Default value: 0
The drop weight of the Loot. Higher drop weight will be more likely to be fulfilled.
When dropped in a randomly sampled vendor, will this create a new order or fill inline?. The primary use case for this is when you want the same loot to be dropped multiple times in a randomly sampled vendor.
Default value: true
When dropped in a randomly sampled vendor, will the sub vendor allow dropping part of the the bundle? False means it will only drop if the entire sub vendor can be given to the player
required_item_id
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
integer
required_item_uuid
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
string
Default value: 0
Amount of the required_item_id to be owned/rented to drop this Loot in a randomly sampled vendor
Default value: 0
Amount of owned/rented of this Loot's item that will prevent this Loot from dropping in a randomly sampled vendor
Default value: 0
effective_from
object
deprecated
anyOf
string
Possible values: [relative, absolute]
Default value: relative
Determines how the quantity is modified in the context it is fulfilled in.
quantity_mult_inventory_item_id
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
integer
quantity_mult_inventory_item_uuid
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
string
Determines if the Loot can be claimed by the client. This is dangerous without the correct loot confiuration as a client could claim Loot multiple times.
time_frame_id
object
The Time Frame ID. Optional Time Frame ID that will be used the expiration of Loot when it is fulfilled.
anyOf
integer
use_inventory_bucket
object
Inventory Bucket to use for this Loot.
anyOf
Grouping of Inventory Items. Inventory items are grouped into different buckets as each Platform that is supported has different requirements on how Inventory can be used on their Platform and other Platforms.
string
Possible values: [free, sweat, none, anon, amazon, steam, psn, xbox_live, google, twitch, nintendo_switch, apple, nintendo, epic, google_play, nintendo_ppid]
Possible values: [none, from_current_xp_to_target_additional_level_min_xp, from_current_level_min_xp_to_target_additional_level_min_xp, from_zero_to_target_exact_level_min_xp]
Default value: none
Allows treating quantity as additional levels to grant to the Player.
current_price_point_guid
object
The current price point guid. Optional Price Point ID that will be used to determine the price of the Loot when it is fulfilled.
anyOf
string
Possible values: non-empty
pre_sale_price_point_guid
object
The pre sale price point guid. Optional Price Point ID that will be used to show the previous price of the Loot.
anyOf
string
Possible values: non-empty
cache_info
object
Cache info for the Loot.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
Default value: 0
Hard cap on quantity of an item this Loot can give. Disabled with 0
price
object
Current price that this loot can be purchased with
anyOf
Price with current and original (pre-sale) price breakpoints
breakpoints
object[]
Breakpoints that the loot is available for purchase with
Default value: 1
Amount of units that must be purchased to use this price
prices
object[]
List of all possible prices that this breakpoint can be purchased with.
currencies
object[]
All required currencies to use this price for purchase. All currencies in this list are spent together.
The Item used as the currency for the purchase.
price_legacy_item_id
object
The Item used as the currency for the purchase.
anyOf
integer
The current amount of the item needed to use this price currency
original_price
object
The amount of the item needed before the sale began
anyOf
integer
Does the number of units being purchased need to be an exact match to the quantity on a Price Breakpoint?
Can the number of units being purchased be higher than the highest quantity on the Price Breakpoints?
cache_info
object
Cache info for the Vendor.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
loot
object
The Loots.
anyOf
A collection of Loot by Loot ID.
loot
object
property name*
Loot
Loot determines how an Item fulfilled. When Loot is fulfilled, the Item is granted to the player or the Sub Vendor is fulfilled but not both.
custom_data
object
Custom data associated with the resource
loot_uuid
object
The Loot UUID
anyOf
string
The Loot ID
The Vendor ID
vendor_uuid
object
The Vendor UUID
anyOf
string
item_id
object
The Item ID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
integer
item_uuid
object
The Item UUID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
string
item
object
In-line Item definition. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
An Item. Item come in a couple of different flavors; determined by the type field.
Unit items are stored in a player's inventory.
Recipe items are not stored in a player's inventory and are used to fulfill SubVendor Loot.
RecipeWithPriceReduction items are not stored in a player's inventory and are used to fulfill SubVendor Loot but at a reduced cost if the Player owns some of the Loot.
Entitlement items are stored in a player's inventory and are fulfilled to the player each time an Inventory Session is created and when the Entitlement is fulfilled to the Player.
custom_data
object
Custom data associated with the resource
item_uuid
object
The Item UUID
anyOf
string
Possible values: [unit, recipe, recipe_with_price_reduction, entitlement, dynamic_bundle]
Default value: unit
The type of item.
Default value: 0
Default value: 0
Default value: 0
Default value: 0
entitled_loot_uuid
object
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot that will be fulfilled.
anyOf
string
Default value: 0
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot ID that will be fulfilled.
level_xp_table_uuid
object
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
anyOf
string
Default value: 0
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
level_vendor_uuid
object
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
anyOf
string
Default value: 0
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
coupon_discount_currency_item_uuid
object
The item of the currency used by this coupon. This is only valid for an unit Item.
anyOf
string
Default value: 0
The item of the currency used by this coupon. This is only valid for an unit Item.
Possible values: <= 1
Default value: 0
The percentage of the discount. This is only valid for an unit Item.
If true, the coupon will be consumed when used; reducing the Player's Inventory quantity by 1. This is only valid for an unit Item.
Default value: 0
inventory_bucket_use_rule_set_id
object
The Inventory Bucket Use Rule Set ID that determines how this item can be used across buckets.
anyOf
string
Default value: 0
Maximum ownership (permanent+rental) allowed for this item. 0 means no limit
Default value: ``
List of Loot IDs this item can discount
Default value: ``
List of Loot this item can discount
cache_info
object
Cache information for this item.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
sub_vendor_id
object
The Sub Vendor ID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
integer
sub_vendor_uuid
object
The Sub Vendor UUID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
string
Default value: 0
The quantity of the Item or Sub Vendor to fulfill. This will be multiplied by the quantity of fulfilled Loot and the parent Loot if quantity_type is relative.
Possible values: [invalid, own, rent, rent_timeframe_locked, own_transient, inherit_entitlement_inventory]
Default value: invalid
The Inventory Selector Type. Determine how the Inventory is selected and quantity is modified.
Possible values: [invalid, add, subtract, set, check_greater_than_or_equal, check_less_than, check_greater_than_or_equal_and_subtract]
Default value: invalid
The Inventory Operation. Determine how the Loot quantity is modified based on the context it is fulfilled in. This also determines the order Loot will be fulfilled in when sort_order is the same.
Determines if the Loot is active. Inactive Loot will not be fulfilled.
Default value: 0
The sort order of the Loot. Lower sort order will be fulfilled first. Inventory Operation is used as a tie breaker when sort_order is the same.
Default value: 0
The drop weight of the Loot. Higher drop weight will be more likely to be fulfilled.
When dropped in a randomly sampled vendor, will this create a new order or fill inline?. The primary use case for this is when you want the same loot to be dropped multiple times in a randomly sampled vendor.
Default value: true
When dropped in a randomly sampled vendor, will the sub vendor allow dropping part of the the bundle? False means it will only drop if the entire sub vendor can be given to the player
required_item_id
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
integer
required_item_uuid
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
string
Default value: 0
Amount of the required_item_id to be owned/rented to drop this Loot in a randomly sampled vendor
Default value: 0
Amount of owned/rented of this Loot's item that will prevent this Loot from dropping in a randomly sampled vendor
Default value: 0
effective_from
object
deprecated
anyOf
string
Possible values: [relative, absolute]
Default value: relative
Determines how the quantity is modified in the context it is fulfilled in.
quantity_mult_inventory_item_id
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
integer
quantity_mult_inventory_item_uuid
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
string
Determines if the Loot can be claimed by the client. This is dangerous without the correct loot confiuration as a client could claim Loot multiple times.
time_frame_id
object
The Time Frame ID. Optional Time Frame ID that will be used the expiration of Loot when it is fulfilled.
anyOf
integer
use_inventory_bucket
object
Inventory Bucket to use for this Loot.
anyOf
Grouping of Inventory Items. Inventory items are grouped into different buckets as each Platform that is supported has different requirements on how Inventory can be used on their Platform and other Platforms.
string
Possible values: [free, sweat, none, anon, amazon, steam, psn, xbox_live, google, twitch, nintendo_switch, apple, nintendo, epic, google_play, nintendo_ppid]
Possible values: [none, from_current_xp_to_target_additional_level_min_xp, from_current_level_min_xp_to_target_additional_level_min_xp, from_zero_to_target_exact_level_min_xp]
Default value: none
Allows treating quantity as additional levels to grant to the Player.
current_price_point_guid
object
The current price point guid. Optional Price Point ID that will be used to determine the price of the Loot when it is fulfilled.
anyOf
string
Possible values: non-empty
pre_sale_price_point_guid
object
The pre sale price point guid. Optional Price Point ID that will be used to show the previous price of the Loot.
anyOf
string
Possible values: non-empty
cache_info
object
Cache info for the Loot.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
Default value: 0
Hard cap on quantity of an item this Loot can give. Disabled with 0
price
object
Current price that this loot can be purchased with
anyOf
Price with current and original (pre-sale) price breakpoints
breakpoints
object[]
Breakpoints that the loot is available for purchase with
Default value: 1
Amount of units that must be purchased to use this price
prices
object[]
List of all possible prices that this breakpoint can be purchased with.
currencies
object[]
All required currencies to use this price for purchase. All currencies in this list are spent together.
The Item used as the currency for the purchase.
price_legacy_item_id
object
The Item used as the currency for the purchase.
anyOf
integer
The current amount of the item needed to use this price currency
original_price
object
The amount of the item needed before the sale began
anyOf
integer
Does the number of units being purchased need to be an exact match to the quantity on a Price Breakpoint?
Can the number of units being purchased be higher than the highest quantity on the Price Breakpoints?
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
items
object
The Items.
anyOf
A collections of Items by Item ID.
items
object
A collection of Items by Item ID
property name*
Item
An Item. Item come in a couple of different flavors; determined by the type field.
Unit items are stored in a player's inventory.
Recipe items are not stored in a player's inventory and are used to fulfill SubVendor Loot.
RecipeWithPriceReduction items are not stored in a player's inventory and are used to fulfill SubVendor Loot but at a reduced cost if the Player owns some of the Loot.
Entitlement items are stored in a player's inventory and are fulfilled to the player each time an Inventory Session is created and when the Entitlement is fulfilled to the Player.
custom_data
object
Custom data associated with the resource
item_uuid
object
The Item UUID
anyOf
string
Possible values: [unit, recipe, recipe_with_price_reduction, entitlement, dynamic_bundle]
Default value: unit
The type of item.
Default value: 0
Default value: 0
Default value: 0
Default value: 0
entitled_loot_uuid
object
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot that will be fulfilled.
anyOf
string
Default value: 0
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot ID that will be fulfilled.
level_xp_table_uuid
object
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
anyOf
string
Default value: 0
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
level_vendor_uuid
object
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
anyOf
string
Default value: 0
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
coupon_discount_currency_item_uuid
object
The item of the currency used by this coupon. This is only valid for an unit Item.
anyOf
string
Default value: 0
The item of the currency used by this coupon. This is only valid for an unit Item.
Possible values: <= 1
Default value: 0
The percentage of the discount. This is only valid for an unit Item.
If true, the coupon will be consumed when used; reducing the Player's Inventory quantity by 1. This is only valid for an unit Item.
Default value: 0
inventory_bucket_use_rule_set_id
object
The Inventory Bucket Use Rule Set ID that determines how this item can be used across buckets.
anyOf
string
Default value: 0
Maximum ownership (permanent+rental) allowed for this item. 0 means no limit
Default value: ``
List of Loot IDs this item can discount
Default value: ``
List of Loot this item can discount
cache_info
object
Cache information for this item.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
Item's cache information.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
price_points
object
The Price Points.
anyOf
A collection of Price Points by Price Point ID.
price_points
object
Price Points mapped by Price Point ID.
property name*
PricePoint
A collection of Price Breakpoints (volume pricing).
custom_data
object
Custom data associated with the resource
name
object
The name of the Price Point.
anyOf
string
Forces the quantity to be equal to a quantity on a Price Breakpoint.
Only allows quantity to be fulfilled up the highest quantity on the Price Breakpoints
current_breakpoints
object[]
Current Price Breakpoints.
price_item_uuid
object
The Item used as the currency for the purchase.
anyOf
string
price_item_id
object
deprecated
Deprecated. Use the currencies field instead.
anyOf
integer
price
object
deprecated
Deprecated. Use the currencies field instead.
anyOf
integer
currencies
object
List of currencies for this break point
anyOf
The Item used as the currency for the purchase.
The Item used as the currency for the purchase.
The price of the Item.
pre_sale_breakpoints
object[]
Previous Price Breakpoints.
price_item_uuid
object
The Item used as the currency for the purchase.
anyOf
string
price_item_id
object
deprecated
Deprecated. Use the currencies field instead.
anyOf
integer
price
object
deprecated
Deprecated. Use the currencies field instead.
anyOf
integer
currencies
object
List of currencies for this break point
anyOf
The Item used as the currency for the purchase.
The Item used as the currency for the purchase.
The price of the Item.
cache_info
object
Cache info for the Price Point.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
Cache info for the Price Points.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
time_frames
object
The Time Frames.
anyOf
A collection of Time Frames by Time Frame ID.
time_frames
object
Time Frames mapped by Time Frame ID.
property name*
TimeFrame
Time Frames are used to calculate the expiration of Inventory
name
object
The name of the Time Frame.
anyOf
string
Whether or not the Time Frame is active.
Default value: 0
Default value: 0
Default value: 0
Number of hours that this time frame lasts until restarting.0 interval means no repeating.
The current start of the Time Frame.
The current end of the Time Frame.
cache_info
object
Cache info for the Time Frame.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
Cache info for the Time Frames.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
skus
object
The Platform SKUs.
anyOf
A collection of SKUs.
skus
object[]
A collection of SKUs
custom_data
object
Custom data associated with the resource
Possible values: [Anon, Basic, XboxLive, PSN, NintendoNAID, NintendoSwitch, NintendoPPID, Google, GooglePlay, Apple, Epic, Steam, Amazon, Twitch, RallyHere, LegacyName]
The platform of the SKU
The SKU of the platform
loot_entitlement
object
The Loot that will be granted to the player
anyOf
How a Platform SKU will be converted into Loot for a player
Possible values: [consumable, durable, durable_single_use]
The action taken on the platform when granting this SKU
The Loot ID that will be granted to the player
refund_loot_id
object
The Loot ID that will be granted to the player when the SKU is refunded
anyOf
integer
chargeback_loot_id
object
The Loot ID that will be granted to the player when the SKU is charged back
anyOf
integer
chargeback_reversal_loot_id
object
The Loot ID that will be granted to the player when the SKU is charged back is reversed
anyOf
integer
external_key_entitlement
object
The External Key Entitlement
anyOf
The External Key Campaign ID
The quantity of the External Key Entitlement
cache_info
object
Cache info for the Platform SKUs.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
Cache info for the Platform SKUs.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
Cache info for the Catalog.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
{
"xp_tables": {},
"inventory_bucket_use_rule_sets": {},
"vendors": {},
"loot": {},
"items": {},
"price_points": {},
"time_frames": {},
"skus": {},
"cache_info": {}
}
Content still has the same etag and has not changed
Forbidden
- application/json
- Schema
- Example (from schema)
Schema
Default value: true
{
"auth_success": true,
"error_code": "string",
"desc": "string"
}
Not Found
- application/json
- Schema
- Example (from schema)
Schema
Default value: true
{
"auth_success": true,
"error_code": "string",
"desc": "string"
}
Validation Error
- application/json
- Schema
- Example (from schema)
Schema
Array [
Array [
- MOD1
- MOD2
]
]
detail
object[]
loc
object[]
required
anyOf
string
integer
{
"detail": [
{
"loc": [
"string",
0
],
"msg": "string",
"type": "string"
}
]
}