I’m trying to implement Google Play Services. I call the blueprint node “Show External Login UI”, the login menu opens, and I successfully sign into Google Play Services. However, the “On Success” pin does not activate. When I attempt to cache achievements, the pins on the “Cache Achievements” node also do not activate. The “Show platform-specific Achievements Screen” works correctly.
Google Play Achievements is unfortunately an absolute headache to make work in unreal. However these threads eventually helped me personally:
Leaderboard and achievements (Google Play)
This was a great guide in general in terms of setting up the necessary blueprints for google play’s achievements and leaderboard (if needed)
Achievement problems
This threads solution helps make sure your game enables communication with googles subsystem when on android (don’t worry about the proguard thing if you’re using its default settings). Long story short unreal disables a lot of its plugins which you sometimes have to turn on in order to minimise your games size (at least that’s my understanding)
Integrate Google Play Services with Blueprint
This is a long thread but main takeaway would be the API’s you need enabled on ‘Google Cloud Platform’ for your game to communicate with google play’s subsystem. I would also add ‘Google Drive’ to this list of API’s in order for your players to save progress to their play account. Google’s Console will tell you to if you don’t. The other comments don’t really apply to 5.3.2
@Gelani Did you ever manage to make google achievements work in UE 5.3.2?
I have leaderboards and ADs, everything working except google achievements.
The problem being that the ‘Cache Achievement’ node does not fire the ‘Success’ or ‘Failure’ nodes.
I have tried to debug a lot but they just do not fire when uploaded to the google play store.