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AppsFlyer Unreal Epic SDK integration
AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools to perform cross-platform attribution.
Game attribution requires the game to integrate the AppsFlyer SDK that records first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the AppsFlyer SDK into your Unreal Epic game. Note: The sample code that follows is currently only supported in a Windows environment.
Prerequisites
- Unreal Engine 4.2x.
- EOS Subsystem integrated within your UE4 (usually it’s included within the UE4 third-parties and there’s no need to download it).
AppsflyerEpicModule - Interface
AppsflyerEpicModule.h
, included in the appsflyer-unreal-epic-sample-app/AppsflyerEpicIntegrationFiles/AppsflyerEpicModule
folder, contains the required code and logic to connect to AppsFlyer servers and report events.
Init
This method receives your API key and app ID and initializes the AppsFlyer Module.
Signature de la méthode
void Init(const char* devkey, const char* appID)
Usage:
AppsflyerEpicModule()->Init(<< DEV_KEY >>, << EPIC_APP_ID >>);
Arguments:
EPIC_APP_ID
: Your Epic app id.DEV_KEY
: Get from the marketer or AppsFlyer HQ.
Start
This method sends first open/session requests to AppsFlyer.
Signature de la méthode
void Start(bool skipFirst = false)
Usage:
// without the flag
AppsflyerEpicModule()->Start();
// with the flag
bool skipFirst = [SOME_CONDITION];
AppsflyerEpicModule()->Start(skipFirst);
LogEvent
This method receives an event name and JSON object and sends in-app events to AppsFlyer.
Signature de la méthode
void LogEvent(std::string event_name, json event_parameters)
Usage:
//set event name
std::string event_name = "af_purchase";
//set json string
std::string event_parameters = "{\"af_currency\":\"USD\",\"af_price\":6.66,\"af_revenue\":24.12}";
AppsflyerEpicModule()->LogEvent(event_name, event_parameters);
GetAppsFlyerUID
Pour obtenir l'ID d'appareil unique AppsFlyer. Le SDK génère un ID d'appareil unique AppsFlyer lorsque l'application est installée. Lorsque le SDK se lance, cet ID est enregistré comme étant l'ID de la première installation
Signature de la méthode
std::string GetAppsFlyerUID()
Usage:
AppsflyerEpicModule()->GetAppsFlyerUID();
IsInstallOlderThanDate
This method receives a date string and returns true if the game folder modification date is older than the date string. The date string format is: "2023-January-01 23:12:34"
Signature de la méthode
bool IsInstallOlderThanDate(std::string datestring)
Usage:
// the modification date in this example is "2023-January-23 08:30:00"
// will return false
bool dateBefore = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-January-01 23:12:34");
// will return true
bool dateAfter = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-April-10 23:12:34");
// example usage with skipFirst -
// skipping if the install date is NOT older than the given date
bool isInstallOlderThanDate = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-January-10 23:12:34");
AppsflyerEpicModule()->Start(!isInstallOlderThanDate);
Running the sample app
- Open the UE4 engine.
- Choose New Project > Games > First Person.
- Choose C++ (instead of Blueprints).
- Name the project
AppsFlyerSample
and click Create project. - Follow the instructions to implement AppsFlyer in your Epic game.
- Launch the sample app from the UE4 engine editor.
- After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.
Implementing AppsFlyer in your Epic game
Setup
- Make sure that Epic is in your UE4 third parties. Learn more
- Add the following definitions to
Config/DefaultEngine.ini
while replacing theconfidential
credentials with your EOS credentials. For reference, see theappsflyer-unreal-Epic-sample-app/AppsflyerEpicIntegrationFiles/DefaultEngine.ini
file.
[OnlineSubsystem]
DefaultPlatformService=EOSPlus
[OnlineSubsystemEOS]
bEnabled=true
[OnlineSubsystemEOSPlus]
bEnabled=true
[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true
NetConnectionClassName="OnlineSubsystemEOS.NetConnectionEOS"
[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=Confidential
TickBudgetInMilliseconds=0
bEnableOverlay=False
bEnableSocialOverlay=False
bShouldEnforceBeingLaunchedByEGS=False
TitleStorageReadChunkLength=0
+Artifacts=(ArtifactName="Confidential",ClientId="Confidential",ClientSecret="Confidential",ProductId="Confidential",SandboxId="Confidential",DeploymentId="Confidential",EncryptionKey="Confidential")
bUseEAS=False
bUseEOSConnect=True
bMirrorStatsToEOS=False
bMirrorAchievementsToEOS=False
bUseEOSSessions=True
bMirrorPresenceToEAS=False
- In your Unreal editor, go to Plugins, activate Online Subsystem EOS, and then restart the editor.
- Open the project in your preferred C++ editor and in the
[YOUR-APP-NAME].Build.cs
file, addOpenSSL
,OnlineSubsystem
, andOnlineSubsystemEOS
to your dependencies andHTTP
as a private dependency:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OpenSSL", "OnlineSubsystem", "OnlineSubsystemEOS" });
PrivateDependencyModuleNames.Add("HTTP");
-
In your Unreal Project files, under the Source directory, create a new directory named AppsflyerEpicModule.
-
Copy the following files from
appsflyer-unreal-epic-sample-app/AppsflyerEpicIntegrationFiles/AppsflyerEpicModule
to the new folder:- AppsflyerModule.cpp
- AppsflyerEpicModule.cpp
- AppsflyerEpicModule.h
- DeviceID.h
- RequestData.h
-
Generate project files in order to add OpenSSL. Learn more
-
Dans la section
GameMode.h
file, add theStartPlay()
function:
UCLASS(minimalapi)
class AAppsFlyerSampleGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
AAppsFlyerSampleGameMode();
virtual void StartPlay() override;
};
- Open the
Source/AppsFlyerSample/AppsFlyerSampleGameMode.cpp
file and add the following include to your GameMode.cpp file.
#include "AppsflyerEpicModule/AppsflyerEpicModule.cpp"
#include <ThirdParty/EOSSDK/SDK/Include/eos_init.h>
#include <ThirdParty/EOSSDK/SDK/Include/eos_sdk.h>
#include <EOSSDK/SDK/Include/eos_userinfo.h>
using Super = AGameModeBase;
- Add the following function, making sure to replace
DEV_KEY
andEPIC_APP_ID
in theinit
function with your app details and initialize the EOS SDK with your EOS details.
void AEpicTestGameMode::StartPlay()
{
Super::StartPlay();
EOS_InitializeOptions SDKOptions;
SDKOptions.ApiVersion = EOS_INITIALIZE_API_LATEST;
SDKOptions.AllocateMemoryFunction = NULL;
SDKOptions.ReallocateMemoryFunction = NULL;
SDKOptions.ReleaseMemoryFunction = NULL;
SDKOptions.ProductName = "PRODUCT_NAME";
SDKOptions.ProductVersion = "1.0";
SDKOptions.Reserved = NULL;
SDKOptions.SystemInitializeOptions = NULL;
EOS_EResult res = EOS_Initialize(&SDKOptions);
if (res == EOS_EResult::EOS_Success || res == EOS_EResult::EOS_AlreadyConfigured) {
EOS_Platform_Options PlatformOptions;
PlatformOptions.ApiVersion = EOS_PLATFORM_OPTIONS_API_LATEST;
PlatformOptions.Reserved = NULL;
PlatformOptions.bIsServer = false;
PlatformOptions.EncryptionKey = NULL;
PlatformOptions.OverrideCountryCode = NULL;
PlatformOptions.OverrideLocaleCode = NULL;
PlatformOptions.ProductId = "PRODUCT_ID";
EOS_Platform_ClientCredentials cCreds;
cCreds.ClientId = "CLIENT_ID";
cCreds.ClientSecret = "CLIENT_SECRET";
PlatformOptions.ClientCredentials = cCreds;
PlatformOptions.SandboxId = "SANDBOX_ID";
PlatformOptions.DeploymentId = "DEPLOYMENT_ID";
PlatformOptions.EncryptionKey = "ENCRYPTION_KEY";
EOS_HPlatform platform = EOS_Platform_Create(&PlatformOptions);
// af module init
AppsflyerEpicModule()->Init(<< DEV_KEY >>, << EPIC_APP_ID >>);
// af send firstopen/session
AppsflyerEpicModule()->Start();
//set event name
std::string event_name = "af_purchase";
//set json string
std::string event_parameters = "{\"af_currency\":\"USD\",\"af_price\":6.66,\"af_revenue\":24.12}";
// af send inapp event
AppsflyerEpicModule()->LogEvent(event_name, event_parameters);
}
else {
UE_LOG(LogTemp, Warning, TEXT("EOS FAIL"));
return;
}
}
- Report in-app events
Resetting the attribtion
Delete the appsflyer_info
file:
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