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Missing query contract functions, building contractcall function data, compressor and encoder
Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakCheckout.cpp
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Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakCheckout.cpp
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Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakCheckout.cpp
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Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakCheckout.cpp
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| FString UTransakCheckout::BuildNFTCheckoutLinkFromERC1155(UERC1155SaleContract* SaleContract, const FTransakNFTData TransakNFTData, const FTransakContractId& ContractId, const TArray<uint8>& Data, const TArray<FString>& Proof) |
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Is there a way to make the Proof and Data parameters optional?
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not if its to be blueprint compatible
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Gotcha. Could we maybe add a tooltip to the BP and add some C++ overload functions?
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Also, is there a blueprint for this already?
Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakNFTDataEncoder.cpp
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...ins/SequencePlugin/Source/SequencePlugin/Public/Checkout/Transak/Structs/TransakContractId.h
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Plugins/SequencePlugin/Source/SequencePlugin/Public/Checkout/Transak/Structs/TransakNFTData.h
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Plugins/SequencePlugin/Source/SequencePlugin/Public/Types/ERC1155SaleContract.h
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Plugins/SequencePlugin/Source/SequencePlugin/Private/Checkout/Transak/TransakCheckout.cpp
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| for (const FString& TokenIDString : TransakNFTData.TokenID) | ||
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| int32 ParsedTokenId = FCString::Atoi(*TokenIDString); |
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Just a random thought - what do you think about making a wrapper function for converting strings to ints with a more readable name in a future PR? I know that this is a built-in function that should be rather well-known to C/C++ devs, but maybe would be worthwhile anyways as we wouldn't have to do as much mental gymnastics? Or is that just unnecessary overhead? I'm not really sure... What do you think?
| #include "TransakNftData.generated.h" | ||
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| UENUM(BlueprintType) | ||
| enum class ENFTType : uint8 |
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Nitpick: maybe rename to ENftType to make it easier to read? When I first read it I thought the E was part of the word (curse you Unreal and your one-letter prefixes on class names!)
Docs Checklist
Please ensure you have addressed documentation updates if needed as part of this PR: