So now after several weeks of trying and different approaches I need help now.
My App is released on Google PlayStore and everything works fine there. The problem is with IOS. The “in-app purchase” just does not work. First, I want to describe what I have already done. Maybe you recognize a mistake I made. But since it works on Android, I think that it is a setting error of AppStore Connect.
I build my Game via Remote Packaging from Windows.
I have uploaded a new Version of the Game and created the None-Consumable-In-App-Purchase and selected it before i submitted it for review.
The In-App-Purchase is approved with the latest Version of the Game on the AppStore Connect. (I am wondering if it has something to do with “Content-Hosting”?. ATM it is set as NOT-Content-Hosting.
I have the following under … Config / IOS / IOSEngine.ini:
[Online Subsystem] Default Platform Service = IOS [OnlineSubsystemIOS.Store] bSupportsInAppPurchasing = true bUseStoreV2 = false [Advertising] Default Provider Name = IOSAdvertising
It is a fully Blueprint-Project and since its working on Android, the Blueprint should not be the problem.
I setted a random product Identifier id-String in Blueprint and noted it later for AppStore Connect IAP-Product ID.
Still after downloading it from the AppStore…the “Read In-App-Purchase” does not work (price not readable-unset) neither the Make-IAP-Function for buying the full-Version.
I am completely exhausted after the several Uploads of the game and the Xth In-App-Purchase I created…^^
Hopefully somebody has an answer for me or can tell me some solutions I can try.
I have also waited at least 72 hours, because some forums say that Apple needs time to integrate this into their system.