I edited this file and the issue was resolved (UE5.4)
\UnrealEngine-5.4\Engine\Plugins\Online\Android\OnlineSubsystemGooglePlay\Source\OnlineSubsystemGooglePlay_UPL.xml
Hello, my version of Unreal was 5.2, but I migrated the game to 5.6 and it’s true that in the file, OnlineSubsystemGooglePlay_UPL.xml it shows version 7.1.1, but Google does not recognize it. The warning keeps appearing. I even changed in the XML, the default value to be true default put false.
I find it incredible that there aren’t more people complaining. It’s strange.If you find the fix, I would appreciate it if you let me know. Thank you.That’s the downside of using a framework like this, you don’t know what’s happening.
SDK 35, there is no problem, it’s an option, it changes and okay.
Thanks for the question but SDK 35 and some new API Are the new requirements to get that warning out. I am also finding any way to get that warning out so that my app can be production ready.
Yeah so I’ve checked my OnlineSubsystemGooglePlay_UPL.xml and version in there said 7.1.1 but my warning has not gone away on uploading a new build. My target API warning has gone which is good, but my game doesn’t even use billing! This is v annoying as the cutoff is right around my planned app launch -.-
Anyone else got any fixes/advice/thoughts on this?
Even I am not using the billing version and even i used the API 36 and above all the plugins but still the playstore even if accepeted then the app downloaded from the playstore is not working. Which engine are you using?
I a, trying with this sdk let me see i have to trey this sdk will surely follow up becuase my is also on deadline for 30 August for billing version in playstore. Are you able to try this sdk on your project
Even this sdk is also giving the same error but there is also one more requirement from the playstore
" DEVELOPER UPDATE
Hello Google Play Developer,
We’re writing to update you that Google will be introducingnew Android requirements for developers to verify their identity and app ownership. Android is adding another layer of security to make installing apps safer for everyone, and better protect users from malware and scams. As a developer distributing Android apps through Google Play, you will be required to follow these requirements and can complete them through the Play Console.
New Android developer verification requirements
Apps must be registered by verified developers in order to be installed on certified Android devices, which are devices that use Google apps or services. First, developers must verify their identity. Most Play developers have already completed their identity verification on Play Console, so you won’t need to do this again. Then, developers can register their apps by using their signing keys to prove ownership.
This will automatically be handled for the majority of apps distributed on Play, for developers who have already shared their app signing keys in Play Console.
For other apps, you’ll need to use your signing keys to prove that you own the apps.
Timeline
October 2025: Early access begins and invitations will gradually roll out.
March 2026: Verification opens for all developers.
September 2026: Consumers using certified Android devices will only be able to install registered apps from verified developers in Brazil, Singapore, Thailand, and Indonesia.
What you need to do
Consider signing up for early access. This will be an invite-only access to start early and complete these requirements. Early access participants will also get:
An invitation to an exclusive community discussion forum.
Priority support for these new requirements.
The opportunity to provide feedback and help us shape the experience."
There might be a reason in the packaging with the new version of SDK for unreal engine 5.6 becuase my package is not able to upload with the new integration.
You probably have the OnlineSubsystemGooglePlay Plugin disabled, so you would expect no in-app purchase / billing setup to end up in your packaged game.
Though in the UBT (see link above) there is a check happening against this variable, which adds the com.android.vending.BILLING to your android manifest in case the bSupportsInAppPurchasing is true - which is the case by default.
So to solve this, simply add the following to your projects DefaultEngine.ini:
This way the com.android.vending.BILLING no longer ends up in the android manifest and google play should no longer complain about billing features that are anyways not used
Thanks for the brief reply and can you please also guide us about the new policy update too. This is also big pain for launching new project with unreal engine 5