Alright so first off, it appears UE4 can NOT simply package for Android/Google Play. Signing is easy and straightforward, so it saddens me that the more nuanced packaging features for distribution are not covered.
Namely, the issues with getting a user to sign in to Google Play in an app. There are many other confused users around Answers and the forum here, and I feel like some have given up simply because it’s not a straightforward process by far.
So here’s what I’ve been told.
User @sharing has provided some insight into what worked for them, but it’s still not enough for me to understand, honestly.
Alright so, as I’m understanding it, Proguard is overwriting my changes to what is the only *.build.cs file I have (confusingly located in PROJECT_FOLDER\Intermediate\Plugins\GeneratedBpCode\Source\GeneratedBpCode). I literally only need to know which Proguard file to change, and how (except, I guess, if I am missing a build.cs file). There are 7 Proguard files in my project. I have not created any of these and they are all there by default. Some are blank.
Second was the suggestion by Chris, which confused me as to why it isn’t in the project by default? Who makes an Android game for development and configured for Google Play without needing the AndroidEngine.ini file? I’m really confused on this one.
And third, I was told that only a Beta test version and a test account can test IAPs. This shouldn’t be a side-note. This needs to be in every single tutorial or guide that even mentions IAPs. Although to be honest I haven’t been able to test IAPs yet because I’ve not yet been able to navigate the confusing requirements just to even get the login UI working.
So yeah, this is what I am hung up on. I’m getting there, but darn, I’ve had a project in limbo for months because of the lack of one solid source of detailed information.
Hell if someone could make a real step by step tutorial dedicated to basic configuration and publishing, that would be amazing.