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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.

Điều kiện tiên quyết:

  • 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.

Chữ ký phương thức

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.

Chữ ký phương thức

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.

Chữ ký phương thức

void logEvent(std::string event_name, json event_values)

Usage:

//set event name
std::string event_name = "af_purchase";
//set json string
std::string event_values = "{\"af_currency\":\"USD\",\"af_price\":6.66,\"af_revenue\":24.12}";
AppsflyerEpicModule()->logEvent(event_name, event_values);

GetAppsFlyerUID

Nhận ID thiết bị duy nhất của AppsFlyer. SDK sẽ tạo ra một ID thiết bị duy nhất của AppsFlyer khi cài đặt ứng dụng. Khi SDK khởi động, ID này sẽ được ghi nhận là ID của lượt cài đặt ứng dụng đầu tiên.

Chữ ký phương thức

std::string getAppsFlyerUID()

Usage:

AppsflyerEpicModule()->getAppsFlyerUID();

Running the sample app

  1. Open the UE4 engine.
  2. Choose New Project > Games > First Person.
  3. Choose C++ (instead of Blueprints).
  4. Name the project AppsFlyerSample and click Create project.
  5. Follow the instructions to implement AppsFlyer in your Epic game.
  6. Launch the sample app from the UE4 engine editor.
  7. After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.

Implementing AppsFlyer in your Epic game

Setup

  1. Make sure that Epic is in your UE4 third parties. Learn more
  2. Add the following definitions to Config/DefaultEngine.ini while replacing the confidential credentials with your EOS credentials. For reference, see the appsflyer-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
  1. In your Unreal editor, go to Plugins, activate Online Subsystem EOS, and then restart the editor.
  2. Open the project in your preferred C++ editor and in the [YOUR-APP-NAME].Build.cs file, add OpenSSL, OnlineSubsystem, and OnlineSubsystemEOS to your dependencies and HTTP as a private dependency:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OpenSSL", "OnlineSubsystem", "OnlineSubsystemEOS" });
PrivateDependencyModuleNames.Add("HTTP");
  1. In your Unreal Project files, under the Source directory, create a new directory named AppsflyerEpicModule.

  2. 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
  3. Generate project files in order to add OpenSSL. Learn more

  4. Trong mục GameMode.h file, add the StartPlay() function:

UCLASS(minimalapi)
class AAppsFlyerSampleGameMode : public AGameModeBase
{
 GENERATED_BODY()

public:
 AAppsFlyerSampleGameMode();
 virtual void StartPlay() override;
};

  1. Open the Source/AppsFlyerSample/AppsFlyerSampleGameMode.cpp file and add the following include to your GameMode.cpp file.
#include "AppsflyerEpicModule/AppsflyerEpicModule.cpp"
  1. Add the following function, making sure to replace DEV_KEY and EPIC_APP_ID in the init 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", "APP_ID");
  // af send firstopen/session
  AppsflyerEpicModule()->start();

  //set event name
  std::string event_name = "af_purchase";
  //set json string
  std::string event_values = "{\"af_currency\":\"USD\",\"af_price\":6.66,\"af_revenue\":24.12}";
  // af send inapp event
  AppsflyerEpicModule()->logEvent(event_name, event_values);
 }
 else {
  UE_LOG(LogTemp, Warning, TEXT("EOS FAIL"));
  return;
 }
}
  1. Report in-app events