Announcement

Collapse
No announcement yet.

[FREE] AdColony, AppLovin, Chartboost, UnityAds, Vungle, Sharing, OneSignal, Facebook, Everyplay.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    i have implemented ios version of onesignal into this plugin. dont know where is the code in my HDD. will try to find some time during summer vactaion to add it in your onesignal plaugin

    Leave a comment:


  • replied
    Originally posted by Makis View Post
    Check their guide how to setup onesignal with firebase, how to setup a firebase project, generate the key etc. And maybe download the latest jar files.
    thank u so much for the reply.

    i did all of them. except jar file part.
    which jar file you are refering to ?

    jar from onesignal´s android plugins?

    and by any chance is any of your app using your onesignal plugin ?
    is that still working with old GCM based solution?

    Leave a comment:


  • replied
    Check their guide how to setup onesignal with firebase, how to setup a firebase project, generate the key etc. And maybe download the latest jar files.

    Leave a comment:


  • replied
    is onesignal working?

    google has switched to firebase instead of gcm. i guess.
    is the plugin compatible with that?

    Leave a comment:


  • replied
    Originally posted by caiomeck View Post


    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(71,17) : error CS1501: No overload for method 'Add' accepts 2 arguments
    UATHelper: Packaging (Android (ETC1)): ERROR: Unable to compile source files.
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED
    Code:
      
     else if(Target.Platform == UnrealTargetPlatform.Android) { PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });  string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);  AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "AppLovin_APL.xml")));  }

    Leave a comment:


  • replied
    Originally posted by Makis View Post

    Check the first lines of code too, i forgot it:

    Code:
    using System.IO; namespace UnrealBuildTool.Rules { public class AppLovin : ModuleRules { public AppLovin(ReadOnlyTargetRules Target) : base (Target)

    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(71,17) : error CS1501: No overload for method 'Add' accepts 2 arguments
    UATHelper: Packaging (Android (ETC1)): ERROR: Unable to compile source files.
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED
    Attached Files

    Leave a comment:


  • replied
    Originally posted by caiomeck View Post

    I edited AppLovin.Build.cs and gave error, I will leave the attached file for you to see if it is correct


    UATHelper: Packaging (Android (ETC1)): WARNING: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(9,10) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' � obsoleto: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base class constructor (
    eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(69,86) : error CS1061: 'UnrealBuildTool.TargetInfo' does not contain a definition for 'RelativeEnginePath' and no method of extension 'RelativeEnginePath' accepts that a first argument of type 'UnrealBuild
    Tool.TargetInfo' be found (you are not using a guideline or assembly reference?)
    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(71,17) : error CS1501: No overload for method 'Add' accepts 2 arguments
    UATHelper: Packaging (Android (ETC1)): ERROR: Unable to compile source files.
    UATHelper: Packaging (Android (ETC1)): Took 1,1904912s to run UnrealBuildTool.exe, ExitCode=5
    UATHelper: Packaging (Android (ETC1)): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe MPC_FUNK Android Shipping -Project="C:\Users\User\Documents\Unreal Projects\MPC_FUNK\MPC_FUNK.uproject" -clean "C:\Users\User\Documents\Unreal Projects\MPC_FUNK\MPC_FUNK.uproject" -NoUBTMakefiles -remoteini=
    "C:\Users\User\Documents\Unreal Projects\MPC_FUNK" -skipdeploy -nobuilduht -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.12.06-18.46.11.txt'
    UATHelper: Packaging (Android (ETC1)): (see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
    UATHelper: Packaging (Android (ETC1)): AutomationTool exiting with ExitCode=5 (5)
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED]

    Check the first lines of code too, i forgot it:

    Code:
     using System.IO;  namespace UnrealBuildTool.Rules {   public class AppLovin : ModuleRules {   public AppLovin(ReadOnlyTargetRules Target) : base (Target)

    Leave a comment:


  • replied
    Originally posted by Makis View Post

    Hi caiomeck,

    Try changing the following line of code at AppLovin.Build.cs
    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, "AppLovin_APL.xml"));
    
    //string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath);
    
    //AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "AppLovin_APL.xml")));
    
    }
    I edited AppLovin.Build.cs and gave error, I will leave the attached file for you to see if it is correct


    UATHelper: Packaging (Android (ETC1)): WARNING: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(9,10) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' � obsoleto: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base class constructor (
    eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(69,86) : error CS1061: 'UnrealBuildTool.TargetInfo' does not contain a definition for 'RelativeEnginePath' and no method of extension 'RelativeEnginePath' accepts that a first argument of type 'UnrealBuild
    Tool.TargetInfo' be found (you are not using a guideline or assembly reference?)
    UATHelper: Packaging (Android (ETC1)): ERROR: c:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs(71,17) : error CS1501: No overload for method 'Add' accepts 2 arguments
    UATHelper: Packaging (Android (ETC1)): ERROR: Unable to compile source files.
    UATHelper: Packaging (Android (ETC1)): Took 1,1904912s to run UnrealBuildTool.exe, ExitCode=5
    UATHelper: Packaging (Android (ETC1)): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe MPC_FUNK Android Shipping -Project="C:\Users\User\Documents\Unreal Projects\MPC_FUNK\MPC_FUNK.uproject" -clean "C:\Users\User\Documents\Unreal Projects\MPC_FUNK\MPC_FUNK.uproject" -NoUBTMakefiles -remoteini=
    "C:\Users\User\Documents\Unreal Projects\MPC_FUNK" -skipdeploy -nobuilduht -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.12.06-18.46.11.txt'
    UATHelper: Packaging (Android (ETC1)): (see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
    UATHelper: Packaging (Android (ETC1)): AutomationTool exiting with ExitCode=5 (5)
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED]


    Attached Files

    Leave a comment:


  • replied
    Originally posted by caiomeck View Post
    Hello, I'm having trouble wrapping my game with the AppLovin plugin
    I am using version 4.18 of the engine, minimum SDK 15 and target SDK 28
    can you help me?


    UATHelper: Packaging (Android (ETC1)): WARNING: C:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signatur
    e.

    UATHelper: Packaging (Android (ETC1)): Reading library jar [Z:\app\libs\applovin-sdk-6.3.2.jar]
    UATHelper: Packaging (Android (ETC1)): Warning: Exception while processing task java.io.IOException: Can't read [Z:\app\libs\applovin-sdk-6.3.2.jar] (No such file or directory)
    UATHelper: Packaging (Android (ETC1)): :app:transformClassesAndResourcesWithProguardForRelease FAILED
    UATHelper: Packaging (Android (ETC1)): FAILURE: Build failed with an exception.
    UATHelper: Packaging (Android (ETC1)): * What went wrong:
    UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.
    UATHelper: Packaging (Android (ETC1)): > java.io.IOException: Can't read [Z:\app\libs\applovin-sdk-6.3.2.jar] (No such file or directory)
    UATHelper: Packaging (Android (ETC1)): * Try:
    UATHelper: Packaging (Android (ETC1)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED
    UATHelper: Packaging (Android (ETC1)): Total time: 1 mins 17.927 secs
    UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\Users\User\Documents\Unreal Projects\MPC_FUNK\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleRelease
    UATHelper: Packaging (Android (ETC1)): (see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
    UATHelper: Packaging (Android (ETC1)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED
    Hi caiomeck,

    Try changing the following line of code at AppLovin.Build.cs
    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, "AppLovin_APL.xml"));
    
    //string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath);
    
    //AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "AppLovin_APL.xml")));
    
    }

    Leave a comment:


  • replied
    Hello, I'm having trouble wrapping my game with the AppLovin plugin
    I am using version 4.18 of the engine, minimum SDK 15 and target SDK 28
    can you help me?


    UATHelper: Packaging (Android (ETC1)): WARNING: C:\Users\User\Documents\Unreal Projects\MPC_FUNK\Plugins\AppLovin-master\Source\AppLovin\AppLovin.Build.cs: warning: Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signatur
    e.

    UATHelper: Packaging (Android (ETC1)): Reading library jar [Z:\app\libs\applovin-sdk-6.3.2.jar]
    UATHelper: Packaging (Android (ETC1)): Warning: Exception while processing task java.io.IOException: Can't read [Z:\app\libs\applovin-sdk-6.3.2.jar] (No such file or directory)
    UATHelper: Packaging (Android (ETC1)): :app:transformClassesAndResourcesWithProguardForRelease FAILED
    UATHelper: Packaging (Android (ETC1)): FAILURE: Build failed with an exception.
    UATHelper: Packaging (Android (ETC1)): * What went wrong:
    UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.
    UATHelper: Packaging (Android (ETC1)): > java.io.IOException: Can't read [Z:\app\libs\applovin-sdk-6.3.2.jar] (No such file or directory)
    UATHelper: Packaging (Android (ETC1)): * Try:
    UATHelper: Packaging (Android (ETC1)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED
    UATHelper: Packaging (Android (ETC1)): Total time: 1 mins 17.927 secs
    UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\Users\User\Documents\Unreal Projects\MPC_FUNK\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleRelease
    UATHelper: Packaging (Android (ETC1)): (see C:\Users\User\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
    UATHelper: Packaging (Android (ETC1)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
    UATHelper: Packaging (Android (ETC1)): BUILD FAILED

    Leave a comment:


  • replied
    I added a pull request for the Sharing plugin to get it working on 4.19 with Android versions greater than 6.0 (api 23+)

    https://github.com/PandoraEntertainment/Sharing/pulls

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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)

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:

Working...
X