Hi again,
Besides a great effort from the developer helping me via email (these guys rock in attention to customer), I couldn’t make it work for my ios game with UE4.14, so I decided to try fresh with 4.15, with no luck, the unholy “0” is the only feedback I get from the analytics website.
Following the instructions on the documentation I’ve been installing the plugin in the engine folder.
. Unpack the plugin archive to Plugins folder in your UE4 project folder (for project
plugins)* or** Engine/Plugins/Marketplace (for engine plugins) and start the editor.*
Then I decided to try to install it in the project folder as well and I get and error while packaging the game.
LogPlayLevel: UnrealBuildTool: UGoogleAnalyticsBlueprintLibrary::execRecordGoogleSocialInteraction(FFrame&, void*) in UE4-GoogleAnalytics.a(GoogleAnalytics.generated.cpp.o)
LogPlayLevel: UnrealBuildTool: UGoogleAnalyticsBlueprintLibrary::execRecordGoogleUserTiming(FFrame&, void*) in UE4-GoogleAnalytics.a(GoogleAnalytics.generated.cpp.o)
LogPlayLevel: UnrealBuildTool: UGoogleAnalyticsBlueprintLibrary::execSetTrackingId(FFrame&, void*) in UE4-GoogleAnalytics.a(GoogleAnalytics.generated.cpp.o)
LogPlayLevel: UnrealBuildTool: “UObject::GetPrivateStaticClass(wchar_t const*)”, referenced from:
LogPlayLevel: UnrealBuildTool: UObject::StaticClass() in UE4-GoogleAnalytics.a(GoogleAnalytics.generated.cpp.o)
LogPlayLevel: UnrealBuildTool: UPackage* CastChecked<UPackage, UObject>(UObject*) in UE4-GoogleAnalytics.a(GoogleAnalytics.generated.cpp.o)
LogPlayLevel: UnrealBuildTool: ld: symbol(s) not found for architecture arm64
LogPlayLevel: UnrealBuildTool: clang: error: linker command failed with exit code 1 (use-v to see invocation)
The plugin works when I play on the editor in my mac but no when I pack it to ios neither launch or full test flight build.
I’m sure at the end this is going to be something really simple that I’m missing. So any insight is welcome.
Thanks