Hi,
Just to be sure we are on the same page, are you trying to implement your own analytics module with your own analytics provider, or trying to add analytics to your game using an existing module (like Swrve)?
Beyond that, FEngineAnalytics is meant for analytics of UE4 itself, and exists as an engine singleton to facilitate those needs. those outside of the Epic engine team should have no need to mess with it.
If you are trying to analytics for your game, you should create your own analytics provider outside of that, and control its lifetime in a way that suits your game. For instance, Fortnite and Gears handle analytics by having a provider instance per connected client on the host (they hang it off a PlayerController and/or LocalPlayer). Game like Infinity Blade uses a single, global instance because it is not a multiplayer game.
To see how to configure an analytics provider, look at Analytics.h, particularly the function FAnalytics::GetDefaultConfiguredProvider() and the associated code documentation around it. In general analytics providers are configured flexibly using a configuration delegate, but there is a default implementation provided that configures the provider via INI entries (see FAnalytics::ConfigFromIni).
If you have any other questions getting started, let me know. Documentation for this module is coming, but unfortunately, right now the code docs are the best place to look. They are fairly comprehensive, but it can be frustrating to know where to look first.