I’m back!
Here are my notes from when I was setting up Flurry in Unreal Match 3 (which is coming soon, and you’ll be able to see the node setup there, but not the .ini files as those have a private key).
I’m working on Windows, 4.10, but the steps (aside from remote compilation) should work fine on the Mac.
The reason you need a source build on Windows is because using the analytics plugin means that the project has to be compiled, and the remote Mac compilation needed for iOS is only enabled in a source build.
These steps will be in official documentation soon, but to get you started now:
- Enable the Flurry plugin in your project (and optionally, the Blueprint Analytics Plugin if you want to call the events in Blueprints).
- Restart the editor.
- Set your project up in Flurry’s web interface, and note the key for the project.
- Add the following to your DefaultEngine.ini file:
[Analytics]
ProviderModuleName=IOSFlurry
FlurryApiKey=YOURKEYFROMTHESITE
- Download the Flurry SDK (on their site, under Applications > YourAppName > Manage > App Info).
- Unzip the SDK, and find Flurry.h and libFlurry_[versionnumber].a inside the Flurry folder.
- Copy those into: [EngineLocation]\Source\ThirdParty\NotForLicensees\Flurry\iOS
Flurry 6.3 is the default Flurry version for the plugin that ships with UE4 4.10. It supports up to iOS 8. If you would like to support iOS 9, you can alter the plugin to work with Flurry 7.3.
- Open [EngineLocation]\Location\Plugins\Runtime\Analytics\Flurry\IOSFlurry\Source\IOSFlurry\IOSFlurry.Build.cs.
- Change
PublicAdditionalLibraries.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees/Flurry/IOS/libFlurry_6.3.0.a");
to
PublicAdditionalLibraries.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "NotForLicensees/Flurry/IOS/libFlurry_7.3.0.a");
Back in your project:
- Add your start session call with either the following code: FAnalytics::Get().GetDefaultConfiguredProvider()->StartSession(); or the Blueprint node Start Session.
- Optionally, set up events to be recorded, item purchases, or currency given using the Blueprint nodes or the appropriate function calls. Note that currently, UE4’s Flurry implementation doesn’t use End Session or Flush Session events.
- Package your game and put it on a device for testing. Results can take up to 24 hours to show on the Flurry site, but you can check a log from a Development or Test build for LogAnalytics messages.
Hope this helps!