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    #61
    Originally posted by Makis View Post
    Actually it works.

    If i remember, it is this line:.inFocusDisplaying(OneSignal.OSInFocusDisplayOption.None) that prevents a pop up message for the notification when game is in foreground.

    There is already a handler there, for this case where you can pass a keyvalue on blueprint node. So you can show your own message with umg.

    It is very basic implementation and everyone could do his own thing, that's why i didn't mention it in the post about onesignal.

    With few tweaks in java cpp, you can have a messenger application's functionality, with few umg and blueprint nodes for your game.

    I just gave the instructions to send notifications to your games.
    thanks for clarifying that.i will take a look .
    cheers
    Need help or work to be done?
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    Comment


      #62
      Did u test EveryPlay plugin ?

      Comment


        #63
        I make it to work, but it ask me about meta data all the time, i try to add meta data with a Function but i've got all the time an error , missing symbol Everyplay.SetMetadata(String, String) ?

        Comment


          #64
          Originally posted by AnaroGames View Post
          I make it to work, but it ask me about meta data all the time, i try to add meta data with a Function but i've got all the time an error , missing symbol Everyplay.SetMetadata(String, String) ?
          Hi AnaroGames,

          Apologies but i totally missed those messages. i haven't logged in for long time.

          Regarding the Everyplay plugin couldn't make it work. At least not opening the sharing menu and upload the video. I could record a video and save it though.

          I had wrote about it in another thread, at android section forum if i remember.

          I even send it to unity team to have a look but they couldn't find anything.

          So i had abandoned it.

          When you say you make it work, can you open the sharing dialog and upload videos?
          Pandora Entertainment
          github.com/PandoraEntertainment
          [PLUGIN][FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

          Comment


            #65
            Hello there!

            PLEASE!!!

            Someone can attach screenshots of project settings and BP nodes for sharing screenshot plugin?



            Sharing doesn't work for me with these settings (4.18.3 version)

            Click image for larger version  Name:	123123.png Views:	1 Size:	121.4 KB ID:	1445900Click image for larger version  Name:	321321.png Views:	1 Size:	172.5 KB ID:	1445901
            Last edited by POPhero; 03-18-2018, 06:56 PM.

            Comment


              #66
              I'm having troubles compiling the Sharing plugin for 4.19

              Anyone been able to successfully do it and got some instructions (or even able to share the 4.19 compiled version?)

              Many thanks in advance!
              Headgear - VR/AR solutions

              Comment


                #67
                Originally posted by aussieburger View Post
                I'm having troubles compiling the Sharing plugin for 4.19

                Anyone been able to successfully do it and got some instructions (or even able to share the 4.19 compiled version?)

                Many thanks in advance!
                Hi aussieburger.

                Can you please post what errors you get when you try to compile it.

                After 4.16 you need to tweak few lines of codes in the plugins in order to compile it. But i haven't try 4.19 so it might be something new.
                Pandora Entertainment
                github.com/PandoraEntertainment
                [PLUGIN][FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

                Comment


                  #68
                  Originally posted by Makis View Post

                  Hi aussieburger.

                  Can you please post what errors you get when you try to compile it.

                  After 4.16 you need to tweak few lines of codes in the plugins in order to compile it. But i haven't try 4.19 so it might be something new.
                  Hey I just get a "Could not be compiled. Try rebuilding from source manually." popup when trying to start a blank C++ project with this plugin in the Plugins folder. I did not make any changes to the plugin code (what are the changes required for 4.16?) and I did these steps:

                  - Open UE4 4.19 binary
                  - Open a new blank C++ project
                  - Close project and visual studio once they open
                  - Copy over the Sharing plugin to a Plugins subfolder in the project folder.
                  - Open the project
                  - Press Yes to "Plug was compiled with a different version of the engine. Do you want to compile the plugin?"

                  These steps work for other plugins in the past I've needed to update. Should I try something different?

                  Many thanks in advance for the info!
                  Headgear - VR/AR solutions

                  Comment


                    #69
                    Generate visual studio project files after you add the plugin, open the visual studio and build the plugin.

                    But before you do check these few lines of codes in the plugin and source folder:

                    At ..\Your_Project\Plugins\Sharing\Source\Sharing

                    open Sharing.Build.cs fle and check the 4th line it should be:

                    Code:
                    ...
                    public Sharing(ReadOnlyTargetRules Target) : base (Target)
                    ...

                    At ..\Unreal Projects\Your_Project\Source

                    open Test_4_14.Target.cs file and use the following code:

                    Code:
                    
                    // Fill out your copyright notice in the Description page of Project Settings.
                    
                    using UnrealBuildTool;
                    using System.Collections.Generic;
                    
                    public class Your_ProjectTarget : TargetRules
                    {
                        public Your_ProjectTarget(TargetInfo Target) : base(Target)
                        {
                            Type = TargetType.Game;
                            ExtraModuleNames.Add("Your_Project");
                        }
                    
                    }
                    then open the Test_4_14Editor.Target.cs file and use the following code:

                    Code:
                    using UnrealBuildTool;
                    using System.Collections.Generic;
                    
                    public class Your_ProjectEditorTarget : TargetRules
                    {
                        public Your_ProjectEditorTarget(TargetInfo Target) : base(Target)
                        {
                            Type = TargetType.Editor;
                            ExtraModuleNames.Add("Your_Project");
                        }
                    
                    }
                    Then at ..\Unreal Projects\Your_Project\Source\Your_Project

                    open Test_4_14.Build.cs file and check the 3rd line of code:

                    Code:
                    ..
                    public Your_Project(ReadOnlyTargetRules Target) : base(Target)
                    {
                            PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
                    
                            PrivateDependencyModuleNames.AddRange(new string[] {  });



                    where "Your_Project" is the name of your project.

                    Try it and tell me if it works.
                    Pandora Entertainment
                    github.com/PandoraEntertainment
                    [PLUGIN][FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

                    Comment


                      #70
                      Originally posted by Makis View Post
                      Generate visual studio project files after you add the plugin, open the visual studio and build the plugin.

                      But before you do check these few lines of codes in the plugin and source folder:

                      ...
                      Try it and tell me if it works.
                      Thanks again for the reply. I followed your steps but unfortunately I get this error:

                      Code:
                      Running U:/UnrealEngine/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="U:/UnrealEngine/MyProjects/sharingTest/sharingTest.uproject" -game -rocket -progress
                      Discovering modules, targets and source code for project...
                      While compiling U:\UnrealEngine\MyProjects\sharingTest\Intermediate\Build\BuildRules\sharingTestModuleRules.dll:
                      ERROR: u:\UnrealEngine\MyProjects\sharingTest\Plugins\Sharing\Source\Sharing\Sharing.Build.cs(80,67) : error CS0122: 'UnrealBuildTool.BuildConfiguration' is inaccessible due to its protection level
                      WARNING: u:\UnrealEngine\MyProjects\sharingTest\Plugins\Sharing\Source\Sharing\Sharing.Build.cs(81,5) : warning CS0618: 'UnrealBuildTool.ModuleRules.ReceiptPropertyList.Add(UnrealBuildTool.ReceiptProperty)' is obsolete: 'Constructing a ReceiptProperty object is deprecated. Call RuntimeDependencies.Add() with the path to the file to stage.'
                      ERROR: UnrealBuildTool Exception: Unable to compile source files.
                      When I "Generate visual studio project files". and since that does not work the plugin does not appear in Visual Studio
                      Headgear - VR/AR solutions

                      Comment


                        #71
                        Check this two threads and try with a new project after you make the changing in the sharing plugin and the required file


                        https://answers.unrealengine.com/que...ual-studi.html


                        and

                        https://forums.unrealengine.com/deve...ansition-guide











                        Pandora Entertainment
                        github.com/PandoraEntertainment
                        [PLUGIN][FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

                        Comment


                          #72
                          Originally posted by Makis View Post
                          Check this two threads and try with a new project after you make the changing in the sharing plugin and the required file


                          https://answers.unrealengine.com/que...ual-studi.html


                          and

                          https://forums.unrealengine.com/deve...ansition-guide
                          Hi Makis I am using a brand new completely blank project (as in step #2 in my 2nd last post). When checking those links they are for upgrading from older project versions. The changes they mention are already the default in 4.19 (ie my project source files do not need any of those modifications as they are already like that).

                          If I remove your plugin then the generate visual studio files command works without error.

                          Any other ideas? Do you have 4.19 from the Epic launcher installed yourself?
                          Headgear - VR/AR solutions

                          Comment


                            #73
                            Originally posted by aussieburger View Post

                            Hi Makis I am using a brand new completely blank project (as in step #2 in my 2nd last post). When checking those links they are for upgrading from older project versions. The changes they mention are already the default in 4.19 (ie my project source files do not need any of those modifications as they are already like that).

                            If I remove your plugin then the generate visual studio files command works without error.

                            Any other ideas? Do you have 4.19 from the Epic launcher installed yourself?
                            Ok open Sharing.Build.cs file and check few changes in the code:


                            Code:
                            using System.IO;
                            
                            namespace UnrealBuildTool.Rules
                            {
                                public class Sharing : ModuleRules
                                {
                                    public Sharing(ReadOnlyTargetRules Target) : base (Target)
                                    {
                                        PublicIncludePaths.AddRange(
                                            new string[] {
                                                // ... add public include paths required here ...
                                            }
                                            );
                            
                                        PrivateIncludePaths.AddRange(
                                            new string[] {
                                                "Developer/Sharing/Private",
                                                // ... add other private include paths required here ...
                                            }
                                            );
                            
                                        PublicDependencyModuleNames.AddRange(
                                            new string[]
                                            {
                                                "Core",
                                                "CoreUObject",
                                                "Engine",
                                                "ImageWrapper"
                                                // ... add other public dependencies that you statically link with here ...
                                            }
                                            );
                            
                                        PrivateDependencyModuleNames.AddRange(
                                            new string[]
                                            {
                                                //"CoreUObject",
                                                //"Engine",
                                                //"InputCore",
                            
                                                //"RHI",
                                                //"RenderCore",
                            
                                                //"HTTP",
                            
                                                //"UMG", "Slate", "SlateCore",
                                                //"ImageWrapper",              
                                                // ... add private dependencies that you statically link with here ...
                                            }
                                            );
                            
                                        DynamicallyLoadedModuleNames.AddRange(
                                            new string[]
                                            {
                                                // ... add any modules that your module loads dynamically here ...
                                            }
                                            );
                            
                                        PrivateIncludePathModuleNames.AddRange(
                                        new string[] {
                                            "Settings",
                                            "Launch",
                                        }
                                        );
                            
                            
                                        if (Target.Platform == UnrealTargetPlatform.IOS) {
                            
                            
                            
                                            PublicFrameworks.AddRange(
                                                new string[]
                                                {
                            
                                                }
                                            );
                                        }
                                        else if(Target.Platform == UnrealTargetPlatform.Android)
                                        {
                                            PrivateDependencyModuleNames.AddRange(new string[] { "Sharing_APL.xml" });
                            
                                            string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
                                            AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml"));
                            
                                            //string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath);
                                            //AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml")));
                                        }
                                    }
                                }
                            }
                            Create a new project, add a cpp class if it is blueprint only, add the plugin folder with the modified sharing plugin and generate project solution.

                            Open the project and activate the plugin. After activation you will need to restart editor.

                            Then when you try t open it again it will ask you to rebuild the plugin. Say no and open the visual studio solution and build it manually.

                            Then you should be able to use the nodes in the blueprint. I haven't packaged an android project with it, try it and if you find any problem, i will try to help.
                            Pandora Entertainment
                            github.com/PandoraEntertainment
                            [PLUGIN][FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

                            Comment


                              #74
                              Originally posted by Makis View Post

                              Ok open Sharing.Build.cs file and check few changes in the code:


                              Code:
                              using System.IO;
                              
                              namespace UnrealBuildTool.Rules
                              {
                              public class Sharing : ModuleRules
                              {
                              public Sharing(ReadOnlyTargetRules Target) : base (Target)
                              {
                              PublicIncludePaths.AddRange(
                              new string[] {
                              // ... add public include paths required here ...
                              }
                              );
                              
                              PrivateIncludePaths.AddRange(
                              new string[] {
                              "Developer/Sharing/Private",
                              // ... add other private include paths required here ...
                              }
                              );
                              
                              PublicDependencyModuleNames.AddRange(
                              new string[]
                              {
                              "Core",
                              "CoreUObject",
                              "Engine",
                              "ImageWrapper"
                              // ... add other public dependencies that you statically link with here ...
                              }
                              );
                              
                              PrivateDependencyModuleNames.AddRange(
                              new string[]
                              {
                              //"CoreUObject",
                              //"Engine",
                              //"InputCore",
                              
                              //"RHI",
                              //"RenderCore",
                              
                              //"HTTP",
                              
                              //"UMG", "Slate", "SlateCore",
                              //"ImageWrapper",
                              // ... add private dependencies that you statically link with here ...
                              }
                              );
                              
                              DynamicallyLoadedModuleNames.AddRange(
                              new string[]
                              {
                              // ... add any modules that your module loads dynamically here ...
                              }
                              );
                              
                              PrivateIncludePathModuleNames.AddRange(
                              new string[] {
                              "Settings",
                              "Launch",
                              }
                              );
                              
                              
                              if (Target.Platform == UnrealTargetPlatform.IOS) {
                              
                              
                              
                              PublicFrameworks.AddRange(
                              new string[]
                              {
                              
                              }
                              );
                              }
                              else if(Target.Platform == UnrealTargetPlatform.Android)
                              {
                              PrivateDependencyModuleNames.AddRange(new string[] { "Sharing_APL.xml" });
                              
                              string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
                              AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml"));
                              
                              //string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath);
                              //AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml")));
                              }
                              }
                              }
                              }
                              Create a new project, add a cpp class if it is blueprint only, add the plugin folder with the modified sharing plugin and generate project solution.

                              Open the project and activate the plugin. After activation you will need to restart editor.

                              Then when you try t open it again it will ask you to rebuild the plugin. Say no and open the visual studio solution and build it manually.

                              Then you should be able to use the nodes in the blueprint. I haven't packaged an android project with it, try it and if you find any problem, i will try to help.
                              Hi - the plugin now compiles however when building the project the following error occurs a few seconds after starting a build:

                              Code:
                              UATHelper: Packaging (Android (ETC2)):   ERROR: Could not find definition for module 'Sharing_APL.xml' (referenced via Target -> Sharing.Build.cs)
                              PackagingResults: Error: Could not find definition for module 'Sharing_APL.xml' (referenced via Target -> Sharing.Build.cs)
                              Headgear - VR/AR solutions

                              Comment


                                #75
                                For anyone following this thread the following change was also required for it to build correctly:

                                Change the following code:

                                Code:

                                Code:
                                  else if(Target.Platform == UnrealTargetPlatform.Android) { PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });  string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath); AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml"));  //string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath); //AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml"))); }
                                at Sharing.Build.cs file.
                                Headgear - VR/AR solutions

                                Comment

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