GS2-Experience SDK for Game Engine API Reference

Specifications of models and API references for GS2-Experience SDK for Game Engine

Model

EzStatus

Status

Status is an entity that exists for each property ID. Holds the current experience and rank cap values.

Property ID is a status-specific ID and can be set to any value by the developer. For GS2, it is recommended to use a value as the property ID that adds an experience point model suffix to the end of the Item Set GRN in GS2-Inventory or the Entry GRN in GS2-Dictionary that possesses experience points.

TypeConditionRequiredDefaultValue LimitsDescription
experienceNamestring
~ 128 charsExperience Model name
The name of the experience model that defines the ranking rules for this status. Determines which rank threshold table and rank cap settings are applied.
propertyIdstring
~ 1024 charsProperty ID
A developer-defined identifier that uniquely identifies this status within the user’s scope. It is recommended to use a value that appends an experience model suffix to the GS2-Inventory Item Set GRN or GS2-Dictionary Entry GRN that possesses the experience.
experienceValuelong00 ~ 9223372036854775805Cumulative experience gained
The total experience value accumulated by this status. The current rank is derived from this value using the rank threshold table. Experience cannot be gained beyond the threshold corresponding to the current rank cap.
rankValuelong00 ~ 9223372036854775805Current Rank
The rank (level) derived from the cumulative experience value using the rank threshold table. Starts at 0 and increases as experience thresholds are crossed. Cannot exceed the current rank cap value.
rankCapValuelong
0 ~ 9223372036854775805Current Rank Cap
The maximum rank this status can currently reach. Initially set to the experience model’s defaultRankCap, and can be raised up to maxRankCap through rank cap increase operations such as limit breaking.
nextRankUpExperienceValuelong00 ~ 9223372036854775805Experience points required for the next rank-up
The cumulative experience threshold needed to advance to the next rank. Returns 0 if the status has already reached the rank cap. Useful for displaying progress bars or remaining experience in the game UI.

EzExperienceModel

Experience Model

Defines the rules for an experience and rank system. Sets thresholds for the experience required to rank up, as well as the default rank cap and maximum rank cap. The rank cap limits the maximum rank a status can reach, and can be raised per-status up to the maximum rank cap (e.g., through limit breaking). Optionally includes acquire action rate tables that adjust reward multipliers based on the current rank.

TypeConditionRequiredDefaultValue LimitsDescription
namestring
~ 128 charsExperience Model name
Experience Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
metadatastring~ 2048 charsMetadata
Arbitrary values can be set in the metadata.
Since they do not affect GS2’s behavior, they can be used to store information used in the game.
defaultExperiencelong00 ~ 9223372036854775805Initial Experience Value
The experience value assigned to a newly created status. Typically set to 0 so that players start at the beginning of the progression. The initial rank is determined from this value using the rank threshold table.
defaultRankCaplong
0 ~ 9223372036854775805Initial value of rank cap
The default maximum rank that a newly created status can reach. Experience beyond this rank’s threshold is discarded or triggers an overflow script. The rank cap can be raised per-status up to maxRankCap through operations like limit breaking.
maxRankCaplong
0 ~ 9223372036854775805Maximum rank cap
The absolute upper limit for the rank cap. Even through rank cap increase operations (such as limit breaking), the rank cap cannot exceed this value. Must be greater than or equal to defaultRankCap.
rankThresholdEzThreshold
Rank Up Threshold
References the threshold table that defines the cumulative experience values required for each rank. The number of entries in the threshold determines the maximum possible rank, and each entry’s value specifies the experience needed to reach the next rank.
acquireActionRatesList<EzAcquireActionRate>0 ~ 100 itemsList of Reward addition tables
Defines rank-based multiplier tables that adjust reward quantities when the status’s rank is used as a reference. Each table maps ranks to multipliers, enabling mechanics like higher-rank characters receiving more rewards from the same actions.

EzThreshold

Rank Up Threshold

The Rank Up Threshold is a sequence of numbers needed to determine rank (level) from experience. If the value [10, 20] is set, experience values between 1 and 9 are rank 1, experience values between 10 and 19 are rank 2, experience values at 20 are rank 3, and no more experience values can be obtained.

TypeConditionRequiredDefaultValue LimitsDescription
metadatastring~ 2048 charsMetadata
Arbitrary values can be set in the metadata.
Since they do not affect GS2’s behavior, they can be used to store information used in the game.
valuesList<long>
1 ~ 10000 itemsList of Rank Up Experience Threshold
An ordered array of cumulative experience values defining the rank progression. The number of entries determines the maximum achievable rank. For example, [10, 20] means rank 1 at 0-9 EXP, rank 2 at 10-19 EXP, and rank 3 at 20+ EXP (with no further gains possible).

EzAcquireAction

Acquire Action

TypeConditionRequiredDefaultValue LimitsDescription
actionString Enum
enum {
"Gs2AdReward:AcquirePointByUserId",
"Gs2Dictionary:AddEntriesByUserId",
"Gs2Enchant:ReDrawBalanceParameterStatusByUserId",
"Gs2Enchant:SetBalanceParameterStatusByUserId",
"Gs2Enchant:ReDrawRarityParameterStatusByUserId",
"Gs2Enchant:AddRarityParameterStatusByUserId",
"Gs2Enchant:SetRarityParameterStatusByUserId",
"Gs2Enhance:DirectEnhanceByUserId",
"Gs2Enhance:UnleashByUserId",
"Gs2Enhance:CreateProgressByUserId",
"Gs2Exchange:ExchangeByUserId",
"Gs2Exchange:IncrementalExchangeByUserId",
"Gs2Exchange:CreateAwaitByUserId",
"Gs2Exchange:AcquireForceByUserId",
"Gs2Exchange:SkipByUserId",
"Gs2Experience:AddExperienceByUserId",
"Gs2Experience:SetExperienceByUserId",
"Gs2Experience:AddRankCapByUserId",
"Gs2Experience:SetRankCapByUserId",
"Gs2Experience:MultiplyAcquireActionsByUserId",
"Gs2Formation:AddMoldCapacityByUserId",
"Gs2Formation:SetMoldCapacityByUserId",
"Gs2Formation:AcquireActionsToFormProperties",
"Gs2Formation:SetFormByUserId",
"Gs2Formation:AcquireActionsToPropertyFormProperties",
"Gs2Friend:UpdateProfileByUserId",
"Gs2Grade:AddGradeByUserId",
"Gs2Grade:ApplyRankCapByUserId",
"Gs2Grade:MultiplyAcquireActionsByUserId",
"Gs2Guild:IncreaseMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Guild:SetMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Idle:IncreaseMaximumIdleMinutesByUserId",
"Gs2Idle:SetMaximumIdleMinutesByUserId",
"Gs2Idle:ReceiveByUserId",
"Gs2Inbox:SendMessageByUserId",
"Gs2Inventory:AddCapacityByUserId",
"Gs2Inventory:SetCapacityByUserId",
"Gs2Inventory:AcquireItemSetByUserId",
"Gs2Inventory:AcquireItemSetWithGradeByUserId",
"Gs2Inventory:AddReferenceOfByUserId",
"Gs2Inventory:DeleteReferenceOfByUserId",
"Gs2Inventory:AcquireSimpleItemsByUserId",
"Gs2Inventory:SetSimpleItemsByUserId",
"Gs2Inventory:AcquireBigItemByUserId",
"Gs2Inventory:SetBigItemByUserId",
"Gs2JobQueue:PushByUserId",
"Gs2Limit:CountDownByUserId",
"Gs2Limit:DeleteCounterByUserId",
"Gs2LoginReward:DeleteReceiveStatusByUserId",
"Gs2LoginReward:UnmarkReceivedByUserId",
"Gs2Lottery:DrawByUserId",
"Gs2Lottery:ResetBoxByUserId",
"Gs2Mission:RevertReceiveByUserId",
"Gs2Mission:IncreaseCounterByUserId",
"Gs2Mission:SetCounterByUserId",
"Gs2Money:DepositByUserId",
"Gs2Money:RevertRecordReceipt",
"Gs2Money2:DepositByUserId",
"Gs2Quest:CreateProgressByUserId",
"Gs2Schedule:TriggerByUserId",
"Gs2Schedule:ExtendTriggerByUserId",
"Gs2Script:InvokeScript",
"Gs2SerialKey:RevertUseByUserId",
"Gs2SerialKey:IssueOnce",
"Gs2Showcase:DecrementPurchaseCountByUserId",
"Gs2Showcase:ForceReDrawByUserId",
"Gs2SkillTree:MarkReleaseByUserId",
"Gs2Stamina:RecoverStaminaByUserId",
"Gs2Stamina:RaiseMaxValueByUserId",
"Gs2Stamina:SetMaxValueByUserId",
"Gs2Stamina:SetRecoverIntervalByUserId",
"Gs2Stamina:SetRecoverValueByUserId",
"Gs2StateMachine:StartStateMachineByUserId",
}
Type of action to be executed in the Acquire Action
requeststring
~ 524288 charsJSON string of the request used when executing the action

EzAcquireActionRate

Reward Addition Table

Defines a rank-based multiplier table that adjusts reward quantities based on the status’s current rank. Each entry in the table corresponds to a rank and specifies a multiplier applied to the acquisition amount. Supports both standard double-precision values and big number string representations for large-scale calculations.

TypeConditionRequiredDefaultValue LimitsDescription
namestring
~ 128 charsReward addition table name
A unique identifier for this reward addition table. Referenced when specifying which multiplier table to apply to a particular acquire action.
modeString Enum
enum {
  “double”,
  “big”
}
“double”Reward addition table type
Selects the numeric precision for the multiplier values. Use “double” for standard floating-point numbers (up to 2^48), or “big” for string-represented numbers supporting up to 1024 digits when large-scale calculations are needed.
DefinitionDescription
“double”Floating point number less than 2^48
“big”Floating point number less than 1024 digits
ratesList<double>{mode} == “double”
✓*
1 ~ 10000 itemsAmount added per rank (multiplier)
An array of multiplier values indexed by rank. The i-th entry defines the reward multiplier applied when the status is at rank i. Used when the mode is set to “double”.

* Required if mode is “double”
bigRatesList<string>{mode} == “big”
✓*
1 ~ 10000 itemsAmount added per rank (multiplier)
An array of string-represented multiplier values indexed by rank. The i-th entry defines the reward multiplier applied when the status is at rank i. Used when the mode is set to “big” for calculations requiring large-number precision.

* Required if mode is “big”

EzVerifyActionResult

Verify Action execution result

TypeConditionRequiredDefaultValue LimitsDescription
actionString Enum
enum {
"Gs2Dictionary:VerifyEntryByUserId",
"Gs2Distributor:IfExpressionByUserId",
"Gs2Distributor:AndExpressionByUserId",
"Gs2Distributor:OrExpressionByUserId",
"Gs2Enchant:VerifyRarityParameterStatusByUserId",
"Gs2Experience:VerifyRankByUserId",
"Gs2Experience:VerifyRankCapByUserId",
"Gs2Grade:VerifyGradeByUserId",
"Gs2Grade:VerifyGradeUpMaterialByUserId",
"Gs2Guild:VerifyCurrentMaximumMemberCountByGuildName",
"Gs2Guild:VerifyIncludeMemberByUserId",
"Gs2Inventory:VerifyInventoryCurrentMaxCapacityByUserId",
"Gs2Inventory:VerifyItemSetByUserId",
"Gs2Inventory:VerifyReferenceOfByUserId",
"Gs2Inventory:VerifySimpleItemByUserId",
"Gs2Inventory:VerifyBigItemByUserId",
"Gs2Limit:VerifyCounterByUserId",
"Gs2Matchmaking:VerifyIncludeParticipantByUserId",
"Gs2Mission:VerifyCompleteByUserId",
"Gs2Mission:VerifyCounterValueByUserId",
"Gs2Ranking2:VerifyGlobalRankingScoreByUserId",
"Gs2Ranking2:VerifyClusterRankingScoreByUserId",
"Gs2Ranking2:VerifySubscribeRankingScoreByUserId",
"Gs2Schedule:VerifyTriggerByUserId",
"Gs2Schedule:VerifyEventByUserId",
"Gs2SerialKey:VerifyCodeByUserId",
"Gs2Stamina:VerifyStaminaValueByUserId",
"Gs2Stamina:VerifyStaminaMaxValueByUserId",
"Gs2Stamina:VerifyStaminaRecoverIntervalMinutesByUserId",
"Gs2Stamina:VerifyStaminaRecoverValueByUserId",
"Gs2Stamina:VerifyStaminaOverflowValueByUserId",
}
Type of action to be executed in the Verify Action
verifyRequeststring
~ 524288 charsJSON string of the request used when executing the action
statusCodeint0 ~ 999Status code
verifyResultstring~ 1048576 charsResult payload

EzConsumeActionResult

Consume Action execution result

TypeConditionRequiredDefaultValue LimitsDescription
actionString Enum
enum {
"Gs2AdReward:ConsumePointByUserId",
"Gs2Dictionary:DeleteEntriesByUserId",
"Gs2Enhance:DeleteProgressByUserId",
"Gs2Exchange:DeleteAwaitByUserId",
"Gs2Experience:SubExperienceByUserId",
"Gs2Experience:SubRankCapByUserId",
"Gs2Formation:SubMoldCapacityByUserId",
"Gs2Grade:SubGradeByUserId",
"Gs2Guild:DecreaseMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Idle:DecreaseMaximumIdleMinutesByUserId",
"Gs2Inbox:OpenMessageByUserId",
"Gs2Inbox:DeleteMessageByUserId",
"Gs2Inventory:ConsumeItemSetByUserId",
"Gs2Inventory:ConsumeSimpleItemsByUserId",
"Gs2Inventory:ConsumeBigItemByUserId",
"Gs2JobQueue:DeleteJobByUserId",
"Gs2Limit:CountUpByUserId",
"Gs2LoginReward:MarkReceivedByUserId",
"Gs2Mission:ReceiveByUserId",
"Gs2Mission:BatchReceiveByUserId",
"Gs2Mission:DecreaseCounterByUserId",
"Gs2Mission:ResetCounterByUserId",
"Gs2Money:WithdrawByUserId",
"Gs2Money:RecordReceipt",
"Gs2Money2:WithdrawByUserId",
"Gs2Money2:VerifyReceiptByUserId",
"Gs2Quest:DeleteProgressByUserId",
"Gs2Ranking2:CreateGlobalRankingReceivedRewardByUserId",
"Gs2Ranking2:CreateClusterRankingReceivedRewardByUserId",
"Gs2Schedule:DeleteTriggerByUserId",
"Gs2SerialKey:UseByUserId",
"Gs2Showcase:IncrementPurchaseCountByUserId",
"Gs2SkillTree:MarkRestrainByUserId",
"Gs2Stamina:DecreaseMaxValueByUserId",
"Gs2Stamina:ConsumeStaminaByUserId",
}
Type of action to be executed in the Consume Action
consumeRequeststring
~ 524288 charsJSON string of the request used when executing the action
statusCodeint0 ~ 999Status code
consumeResultstring~ 1048576 charsResult payload

EzAcquireActionResult

Acquire Action execution result

TypeConditionRequiredDefaultValue LimitsDescription
actionString Enum
enum {
"Gs2AdReward:AcquirePointByUserId",
"Gs2Dictionary:AddEntriesByUserId",
"Gs2Enchant:ReDrawBalanceParameterStatusByUserId",
"Gs2Enchant:SetBalanceParameterStatusByUserId",
"Gs2Enchant:ReDrawRarityParameterStatusByUserId",
"Gs2Enchant:AddRarityParameterStatusByUserId",
"Gs2Enchant:SetRarityParameterStatusByUserId",
"Gs2Enhance:DirectEnhanceByUserId",
"Gs2Enhance:UnleashByUserId",
"Gs2Enhance:CreateProgressByUserId",
"Gs2Exchange:ExchangeByUserId",
"Gs2Exchange:IncrementalExchangeByUserId",
"Gs2Exchange:CreateAwaitByUserId",
"Gs2Exchange:AcquireForceByUserId",
"Gs2Exchange:SkipByUserId",
"Gs2Experience:AddExperienceByUserId",
"Gs2Experience:SetExperienceByUserId",
"Gs2Experience:AddRankCapByUserId",
"Gs2Experience:SetRankCapByUserId",
"Gs2Experience:MultiplyAcquireActionsByUserId",
"Gs2Formation:AddMoldCapacityByUserId",
"Gs2Formation:SetMoldCapacityByUserId",
"Gs2Formation:AcquireActionsToFormProperties",
"Gs2Formation:SetFormByUserId",
"Gs2Formation:AcquireActionsToPropertyFormProperties",
"Gs2Friend:UpdateProfileByUserId",
"Gs2Grade:AddGradeByUserId",
"Gs2Grade:ApplyRankCapByUserId",
"Gs2Grade:MultiplyAcquireActionsByUserId",
"Gs2Guild:IncreaseMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Guild:SetMaximumCurrentMaximumMemberCountByGuildName",
"Gs2Idle:IncreaseMaximumIdleMinutesByUserId",
"Gs2Idle:SetMaximumIdleMinutesByUserId",
"Gs2Idle:ReceiveByUserId",
"Gs2Inbox:SendMessageByUserId",
"Gs2Inventory:AddCapacityByUserId",
"Gs2Inventory:SetCapacityByUserId",
"Gs2Inventory:AcquireItemSetByUserId",
"Gs2Inventory:AcquireItemSetWithGradeByUserId",
"Gs2Inventory:AddReferenceOfByUserId",
"Gs2Inventory:DeleteReferenceOfByUserId",
"Gs2Inventory:AcquireSimpleItemsByUserId",
"Gs2Inventory:SetSimpleItemsByUserId",
"Gs2Inventory:AcquireBigItemByUserId",
"Gs2Inventory:SetBigItemByUserId",
"Gs2JobQueue:PushByUserId",
"Gs2Limit:CountDownByUserId",
"Gs2Limit:DeleteCounterByUserId",
"Gs2LoginReward:DeleteReceiveStatusByUserId",
"Gs2LoginReward:UnmarkReceivedByUserId",
"Gs2Lottery:DrawByUserId",
"Gs2Lottery:ResetBoxByUserId",
"Gs2Mission:RevertReceiveByUserId",
"Gs2Mission:IncreaseCounterByUserId",
"Gs2Mission:SetCounterByUserId",
"Gs2Money:DepositByUserId",
"Gs2Money:RevertRecordReceipt",
"Gs2Money2:DepositByUserId",
"Gs2Quest:CreateProgressByUserId",
"Gs2Schedule:TriggerByUserId",
"Gs2Schedule:ExtendTriggerByUserId",
"Gs2Script:InvokeScript",
"Gs2SerialKey:RevertUseByUserId",
"Gs2SerialKey:IssueOnce",
"Gs2Showcase:DecrementPurchaseCountByUserId",
"Gs2Showcase:ForceReDrawByUserId",
"Gs2SkillTree:MarkReleaseByUserId",
"Gs2Stamina:RecoverStaminaByUserId",
"Gs2Stamina:RaiseMaxValueByUserId",
"Gs2Stamina:SetMaxValueByUserId",
"Gs2Stamina:SetRecoverIntervalByUserId",
"Gs2Stamina:SetRecoverValueByUserId",
"Gs2StateMachine:StartStateMachineByUserId",
}
Type of action to be executed in the Acquire Action
acquireRequeststring
~ 524288 charsJSON string of the request used when executing the action
statusCodeint0 ~ 999Status code
acquireResultstring~ 1048576 charsResult payload

EzTransactionResult

Transaction execution results

Result of a transaction executed using the server-side automatic transaction execution feature

TypeConditionRequiredDefaultValue LimitsDescription
transactionIdstring
36 ~ 36 charsTransaction ID
verifyResultsList<EzVerifyActionResult>0 ~ 10 itemsList of verify action execution results
consumeResultsList<EzConsumeActionResult>[]0 ~ 10 itemsList of Consume Action execution results
acquireResultsList<EzAcquireActionResult>[]0 ~ 100 itemsList of Acquire Action execution results

Methods

getExperienceModel

Get an experience model by name

Retrieves a single experience model by specifying its name. The returned information includes the EXP required for each level (rank-up thresholds), the default max level, and the absolute max level. Use this to calculate and display level progress — for example, to show how much more EXP a player’s weapon needs to reach the next level, or what the max level is after limit breaking.

Request

TypeConditionRequiredDefaultValue LimitsDescription
namespaceNamestring
~ 128 charsNamespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
experienceNamestring
~ 128 charsExperience Model name
Experience Model-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).

Result

TypeDescription
itemEzExperienceModelExperience Model

Implementation Example

    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).ExperienceModel(
        experienceName: "experience-0001"
    );
    var item = await domain.ModelAsync();
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).ExperienceModel(
        experienceName: "experience-0001"
    );
    var future = domain.ModelFuture();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->ExperienceModel(
        "experience-0001" // experienceName
    );
    const auto Future = Domain->Model();
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }
Value change event handling
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).ExperienceModel(
        experienceName: "experience-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).ExperienceModel(
        experienceName: "experience-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->ExperienceModel(
        "experience-0001" // experienceName
    );
    
    // Start event handling
    const auto CallbackId = Domain->Subscribe(
        [](TSharedPtr<Gs2::Experience::Model::FExperienceModel> value) {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    Domain->Unsubscribe(CallbackId);

listExperienceModels

Get a list of experience models

Retrieves all experience models registered in this namespace. An experience model defines a leveling system — how much EXP is needed to reach each level, the default max level, and the absolute max level. Use this to build level-up related UI, such as showing “EXP to next level: 150/500” or displaying the level-up thresholds on a character detail screen.

Request

TypeConditionRequiredDefaultValue LimitsDescription
namespaceNamestring
~ 128 charsNamespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).

Result

TypeDescription
itemsList<EzExperienceModel>List of Experience Model

Implementation Example

    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    );
    var items = await domain.ExperienceModelsAsync(
    ).ToListAsync();
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    );
    var it = domain.ExperienceModels(
    );
    List<EzExperienceModel> items = new List<EzExperienceModel>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    );
    const auto It = Domain->ExperienceModels(
    );
    TArray<Gs2::UE5::Experience::Model::FEzExperienceModelPtr> Result;
    for (auto Item : *It)
    {
        if (Item.IsError())
        {
            return false;
        }
        Result.Add(Item.Current());
    }
Value change event handling
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    );
    
    // Start event handling
    var callbackId = domain.SubscribeExperienceModels(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeExperienceModels(callbackId);
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    );
    
    // Start event handling
    var callbackId = domain.SubscribeExperienceModels(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeExperienceModels(callbackId);
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    );
    
    // Start event handling
    const auto CallbackId = Domain->SubscribeExperienceModels(
        []() {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    Domain->UnsubscribeExperienceModels(CallbackId);

getStatus

Get the level/EXP status of a specific item or character

Retrieves the current level, EXP, and max level for a specific property owned by the player. The property is identified by the experience model name (which leveling system to use) and the property ID (which specific item or character). Use this to display a detail screen — for example, “Iron Sword Lv.15 — EXP: 3200/5000 — Max Lv: 50”.

Request

TypeConditionRequiredDefaultValue LimitsDescription
namespaceNamestring
~ 128 charsNamespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
experienceNamestring
~ 128 charsExperience Model name
The name of the experience model that defines the ranking rules for this status. Determines which rank threshold table and rank cap settings are applied.
gameSessionGameSession
GameSession
propertyIdstring
~ 1024 charsProperty ID
A developer-defined identifier that uniquely identifies this status within the user’s scope. It is recommended to use a value that appends an experience model suffix to the GS2-Inventory Item Set GRN or GS2-Dictionary Entry GRN that possesses the experience.

Result

TypeDescription
itemEzStatusStatus

Implementation Example

    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    var item = await domain.ModelAsync();
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    var future = domain.ModelFuture();
    yield return future;
    var item = future.Result;
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "character_ssr", // experienceName
        "property-0001" // propertyId
    );
    const auto Future = Domain->Model();
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }
Value change event handling
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    
    // Start event handling
    var callbackId = domain.Subscribe(
        value => {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    domain.Unsubscribe(callbackId);
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "character_ssr", // experienceName
        "property-0001" // propertyId
    );
    
    // Start event handling
    const auto CallbackId = Domain->Subscribe(
        [](TSharedPtr<Gs2::Experience::Model::FStatus> value) {
            // Called when the value changes
            // The "value" is passed the value after the change.
        }
    );

    // Stop event handling
    Domain->Unsubscribe(CallbackId);

getStatusWithSignature

Get the level/EXP status with a tamper-proof signature

Retrieves the same level/EXP information as GetStatus, but also returns a cryptographic signature that proves the data hasn’t been tampered with. This is useful when you need to verify the player’s level in a trusted way — for example, when using the level as a condition in other services, or when passing level data to an external system that needs to confirm its authenticity.

Request

TypeConditionRequiredDefaultValue LimitsDescription
namespaceNamestring
~ 128 charsNamespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
experienceNamestring
~ 128 charsExperience Model name
The name of the experience model that defines the ranking rules for this status. Determines which rank threshold table and rank cap settings are applied.
gameSessionGameSession
GameSession
propertyIdstring
~ 1024 charsProperty ID
A developer-defined identifier that uniquely identifies this status within the user’s scope. It is recommended to use a value that appends an experience model suffix to the GS2-Inventory Item Set GRN or GS2-Dictionary Entry GRN that possesses the experience.
keyIdstring“grn:gs2:{region}:{ownerId}:key:default:key:default”~ 1024 charsEncryption Key GRN

Result

TypeDescription
itemEzStatusStatus
bodystringObject to be verified
signaturestringsignature

Implementation Example

    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    var result = await domain.GetStatusWithSignatureAsync(
        keyId: "key-0001"
    );
    var item = await result.ModelAsync();
    var body = result.Body;
    var signature = result.Signature;
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    ).Status(
        experienceName: "character_ssr",
        propertyId: "property-0001"
    );
    var future = domain.GetStatusWithSignatureFuture(
        keyId: "key-0001"
    );
    yield return future;
    if (future.Error != null)
    {
        onError.Invoke(future.Error, null);
        yield break;
    }
    var future2 = future.Result.ModelFuture();
    yield return future2;
    if (future2.Error != null)
    {
        onError.Invoke(future2.Error, null);
        yield break;
    }
    var result = future2.Result;
    var body = future.Result.Body;
    var signature = future.Result.Signature;
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    )->Status(
        "character_ssr", // experienceName
        "property-0001" // propertyId
    );
    const auto Future = Domain->GetStatusWithSignature(
        "key-0001" // keyId
    );
    Future->StartSynchronousTask();
    if (Future->GetTask().IsError())
    {
        return false;
    }

    // obtain changed values / result values
    const auto Future2 = Future->GetTask().Result()->Model();
    Future2->StartSynchronousTask();
    if (Future2->GetTask().IsError())
    {
        return Future2->GetTask().Error();
    }
    const auto Result = Future2->GetTask().Result();
    const auto Body = Result->Body;
    const auto Signature = Result->Signature;

listStatuses

Get a list of the player’s level/EXP statuses

Retrieves the player’s current level and EXP information for their items or characters. You can optionally filter by experience model name — if omitted, all statuses across all experience types are returned. Each status includes the current EXP, current level, and max level for a specific property (e.g., a weapon or character). Use this to build a list screen showing all of the player’s leveled items — for example, “Iron Sword Lv.15, Fire Staff Lv.8”.

Request

TypeConditionRequiredDefaultValue LimitsDescription
namespaceNamestring
~ 128 charsNamespace name
Namespace-specific name. Specified using alphanumeric characters, hyphens (-), underscores (_), and periods (.).
experienceNamestring~ 128 charsExperience Model name
gameSessionGameSession
GameSession
pageTokenstring~ 1024 charsToken specifying the position from which to start acquiring data
limitint301 ~ 1000Number of data items to retrieve

Result

TypeDescription
itemsList<EzStatus>List of Status
nextPageTokenstringPage token to retrieve the rest of the listing

Implementation Example

    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    var items = await domain.StatusesAsync(
        experienceName: "character_ssr"
    ).ToListAsync();
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    var it = domain.Statuses(
        experienceName: "character_ssr"
    );
    List<EzStatus> items = new List<EzStatus>();
    while (it.HasNext())
    {
        yield return it.Next();
        if (it.Error != null)
        {
            onError.Invoke(it.Error, null);
            break;
        }
        if (it.Current != null)
        {
            items.Add(it.Current);
        }
        else
        {
            break;
        }
    }
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    );
    const auto It = Domain->Statuses(
        "character_ssr" // experienceName
    );
    TArray<Gs2::UE5::Experience::Model::FEzStatusPtr> Result;
    for (auto Item : *It)
    {
        if (Item.IsError())
        {
            return false;
        }
        Result.Add(Item.Current());
    }
Value change event handling
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    
    // Start event handling
    var callbackId = domain.SubscribeStatuses(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeStatuses(callbackId);
    var domain = gs2.Experience.Namespace(
        namespaceName: "namespace-0001"
    ).Me(
        gameSession: GameSession
    );
    
    // Start event handling
    var callbackId = domain.SubscribeStatuses(
        () => {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    domain.UnsubscribeStatuses(callbackId);
    const auto Domain = Gs2->Experience->Namespace(
        "namespace-0001" // namespaceName
    )->Me(
        GameSession
    );
    
    // Start event handling
    const auto CallbackId = Domain->SubscribeStatuses(
        []() {
            // Called when an element of the list changes.
        }
    );

    // Stop event handling
    Domain->UnsubscribeStatuses(CallbackId);