[Solved] Is anyone sucessfully using BP Make In-App Purchase node on iOS 12.x

Ok, I’ve got this working in three projects now: a blank test project; a dev packaged build of Unreal Match 3 and my own project.

Some notes:

  • The live App Store version of Unreal Engine’s Unreal Match 3 fails to read store In App Purchase Info - there’s definitely a bug somewhere - my money is on changes at the App Store side. (This is still occurring for me on 9/9/19)

  • The learning project download of Unreal Match 3 can be successfully built and tested with IAPs (as long as you go through the prerequisite steps in App Store Connect correctly)

    • This is a C++ and Blueprint project

    • I recreated the In App Purchase in my App Store Connect account under a dummy test app and used my own developer provisioning. This was all set in Project settings

  • A blank project can be quickly configured to Read and Make In App Purchases (again, as long as you have the Apple side sorted).

    • In my case: 100% blueprint. (with Config/iOS folder copied from Unreal Match 3 project - you should be able to just create these .ini files from scratch I guess)

  • The documentation seems to work fin if you work through it carefully. But you DO need to add “bUseStoreV2=false” to iOSEngine.ini right under “bSupportsInAppPurchasing=True”. Easy and quick to grab the Config/iOS folder from Unreal Match 3 if you aren’t sure. iOSGame.ini can probably be deleted though.

As to why this has been a hassle? Stuffed if I know. I’m over trying to figure out the root cause.

My advice? Start a blank project, get that working as a test case, then figure out your real project. Download and test the Unreal Match 3 project as well, you should be able to get that rolling with the appropriate Apple App Store Connect set up completed.

I got asked by a thread subscriber to post my working blueprints.

Here’s what I used for my blank test project in UE4.22 - all stolen and modified from the Unreal Match 3 project, but essentially identical to my own blueprints based on the documentation. This is all in a single UMG Widget graph loaded on level begin play. I bound a couple of text areas to the price and confirmation text vars to watch them.