My team and I are trying to finish to setting up online purchases in our application for Android and IOS.
We have now running properly all the banners for ads and we want to buy a product from “GooglePlay” to disable the ads in the game.
There isn’t much information to configure this purchase service for UnrealEngine and Android/ IOS, and looking in Answerhub we decided to configure the DefaultEngine.ini with the following lines:
We also set the Build.cs with the following lines:
In a “Widget” to “UMG” I’ve put a button to make the purchase, following the example from this thread:
[link text][5]
But when I package the project and upload it to GooglePlay in Alpha mode, and test it in “Android” device, I always get “Failed” when I try to buy some items. (Although I’ve didn’t tested it on iOS yet)
What are we missing or what have we done incorrectly in the DefaultEngine or Buil.cs or Blueprint?
In the “Make InAppPurchaseProductRequest” node, the “Product Identifier” must be the ID from the item or ID from the application?
Well, with "adb logcat -s “UE4"” only shows “--------- beginning of /dev/log/main”.
Using debug with “logcat.-enable”, when button is pressed I get some lines like these:
Sorry for the delay, but I created an APK in development mode and “logcat” shows:
D/UE4 ( 7116): [2015.04.28-10.02.49:994][ 0]LogScript:Warning: UInAppPurchaseCallbackProxy::Trigger - In-App Purchases are not supported by Online Subsystem
Not sure if I am right or if this change is already done for 4.8 or 4.9, but consumable IAP bool doesn’t work as intended yet. Line 163 in OnlineStoreInterfaceGooglePlay.
bCreatedNewTransaction = AndroidThunkCpp_Iap_BeginPurchase(ProductRequest.ProductIdentifier, ProductRequest.bIsConsumable); // TPMB - update begin purchase to use a consumable flag.