Thank you for your appreciation! We always try to provide the best possible service
Ultimate Mobile Kit uses the newest Firebase Authentication implementation so is not affected by Google+ shutdown
Recently, Google sent out e-mails to users about planned Google+ shutdown. Ultimate Mobile Kit uses the next generation Firebase Authentication solution and this is not affected by Google+ shutdown. If someone uses Google+ Authentication, Google recommends switch to Firebase Authentication so using Ultimate Mobile Kit is the newest possible solution for Authentication
If you havenât owned it yet, you can buy now on Sellfy or UE4 Marketplace.
http://gamednastudio.com/plugins/images/UltimateMobileKit/Update26.png
Ultimate Mobile Kit 1.10.5 released!
In-App Messaging and Test Lab for Android and iOS
Weâve just released big Ultimate Mobile Kit update for UE 4.21.
You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.
CHANGELOG:
- Added Firebase In-App Messaging for Android and iOS which helps you engage users who are actively using your app by sending them targeted and contextual messages that nudge them to complete key in-app actions - like beating a game level, buying an item, or subscribing to content.
- Added Firebase Test Lab for Android and iOS which provides you with physical and virtual devices that allow you to run tests that simulate actual usage environments.
- Firebase Performance Monitoring: IncrementCounter function changed to IncrementMetric; added functions PutMetric, GetMetric, PutAttribute, RemoveAttribute, GetAttribute.
- Firebase Analytics: added ResetAnalyticsData to clear all analytics data for an app from the device; added SetAnalyticsCollectionEnabled for GDPR consent; added *GetAnalyticsInstanceId *which allows developers to retrieve the current appâs analytics instance ID.
- Firebase Invites: added OnInviteReceived to InvitesListener that includes the strength of the match on the received invite as an enum. Deprecated prior function that received it as a boolean value.
- Firebase Dynamic Links: added a field to received dynamic links describing the strength of the match.
- Firebase Cloud Messaging and Push Notifications: changed Subscribe and Unsubscribe to asynchronous task; added RequestPermission function.
- Firebase Core SDK for Android updated to 16.0.7
- Firebase Analytics SDK for Android updated to 16.3.0
- Firebase Remote Config SDK for Android updated to 16.3.0
- Firebase Invites SDK for Android updated to 16.1.0
- Firebase Dynamic Links SDK for Android updated to 16.1.7
- Firebase Crashlytics SDK for Android updated to 2.9.9
- Firebase SDK for IOS updated to 5.16.0
- Delete CoreBluetooth dependency on IOS.
- Code cleaning, bugfixes, and stability improvements.
If you havenât owned it yet, you can buy now on Sellfy or UE4 Marketplace.
In-App Messaging
Firebase In-App Messaging helps you engage your appâs active users by sending them targeted, contextual messages that encourage them to use key app features. For example, you could send an in-app message to get users to subscribe, watch a video, complete a level, or buy an item. You can customize messages as banners, modals, or images, and set up triggers so that they appear exactly when theyâd benefit your users most.
Use Firebase In-App Messaging to encourage exploration and discovery: highlight a sale or coupon in your ecommerce app, give clues or tips in your game, or prompt a like or share in your social media app.
Key capabilities:
- Send relevant, engaging messages - Firebase In-App Messaging sends messages when theyâre most needed: while users are actually in your app. Promote your big sale when users visit your in-app store, not while theyâre in line at the grocery store. Highlight that cool, new level when users play your game, not when theyâre sitting down to watch the big game.
- Target messages by audience or behavior - Firebase In-App Messaging works with Analytics and Predictions to give you tools to deliver messages to the users youâd most like to reach. Send messages based on usersâ demographics, past behavior, or even predictions of their future behavior.
- Create flexible, custom alerts - with the ability to customize your messagesâ style, appearance, display triggers, and content all in a few clicks, Firebase In-App Messaging helps you do everything from sending promotional offers to getting users to update to a new version of your app.
Support for Firebase In-App Messaging is already enabled in the Ultimate Mobile Kit plugin.
Ultimate Mobile Kit 1.11.0 Preview for UE 4.22 Preview 2!
Weâve just released plugin binaries for Unreal Engine 4.22 Preview 2.
You can download it from GitHub repository on releases tab.
If you havenât owned it yet, you can buy now on Sellfy or UE4 Marketplace.
Ultimate Mobile Kit 1.10.6 released!
Weâve just released big Ultimate Mobile Kit update for UE 4.21.
You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.
CHANGELOG:
- Deleted reference to AdSupport framework
- Code cleaning and bugfixing
If you havenât owned it yet, you can buy now on Sellfy or UE4 Marketplace.
Hi,
Iâm trying to test Firebase Analytics.
My app is currently published on internal-test track and the Firebase service is in âReady to publishâ status.
I followed the instructions in this thread to setup google play service. (Google Play Setup - Mobile - Epic Developer Community Forums)
Both Google Play Console and Firebase say the Firebase service and my app are linked.
However, when I run the app on a mobile device, Analytics still fails to get initiated and GooglePlayAvailability returns âUnavailableMissingâ.
What does this mean and how should I fix it?
If the information is insufficient, how do I debug to get more info?
I spent 3 full days trying to figure this out. Any help would be greatly appreciated.
Hello,
Donât worry we will help you!
- Have you installed SDKs using installer?
- Have you loaded google-services.json?
- If it still doesnât help please try to move plugin folder from [ENGINE_FOLDER]/Engine/Plugins/Marketplace/UltimateMobileKit to [PROJECT_FOLDER]/Plugins/UltimateMobileKit and try again
Please let me know if it helped you.
Thank you for your patience
Thanks for the quick response.
Step 1 and 2 were already done.
I tried moving the plugin to the project folder and now packaging fails.
Hereâs the log.
UATHelper: Packaging (Android (ETC2)): Performing 6 actions (18 in parallel)
UATHelper: Packaging (Android (ETC2)): [1/6] clang++.exe Module.UltimateMobileKit.cpp [armv7-es2]
UATHelper: Packaging (Android (ETC2)): [2/6] clang++.exe Module.UltimateMobileKit.gen.cpp [armv7-es2]
UATHelper: Packaging (Android (ETC2)): [3/6] clang++.exe PCH.UELinkerFixups.h [armv7-es2]
UATHelper: Packaging (Android (ETC2)): [4/6] clang++.exe UELinkerFixups.cpp [armv7-es2]
UATHelper: Packaging (Android (ETC2)): [5/6] arm-linux-androideabi-ar.exe UE4-UltimateMobileKit-Android-Shipping-armv7-es2.a
UATHelper: Packaging (Android (ETC2)): D:/NVPACK/android-ndk-r15c oolchains/arm-linux-androideabi-4.9\prebuilt/windows-x86_64\bin/arm-linux-androideabi-ar.exe: creating D:/Unreal Projects/UnnamedProject(442)/Plugins/UltimateMobileKit/Binaries/Android/UE4-UltimateMobileKit-Android-Shipping-armv7-es2.a
UATHelper: Packaging (Android (ETC2)): [6/6] clang++.exe UnnamedProject-Android-Shipping-armv7-es2.so
UATHelper: Packaging (Android (ETC2)): D:\Unreal Projects\UnnamedProject(442)\Plugins\UltimateMobileKit\Source\UltimateMobileKit\Private\Invites/FirebaseInvites.cpp:42: error: undefined reference to âfirebase::invites::Terminate()â
UATHelper: Packaging (Android (ETC2)): D:\Unreal Projects\UnnamedProject(442)\Plugins\UltimateMobileKit\Source\UltimateMobileKit\Private\Invites/FirebaseInvites.cpp:42: error: undefined reference to âfirebase::invites::Terminate()â
UATHelper: Packaging (Android (ETC2)): D:\Unreal Projects\UnnamedProject(442)\Plugins\UltimateMobileKit\Source\UltimateMobileKit\Private\Invites/InvitesInitialize.cpp:27: error: undefined reference to âfirebase::invites::Initialize(firebase::App const&)â
UATHelper: Packaging (Android (ETC2)): clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (Android (ETC2)): ERROR: UBT ERROR: Failed to produce item: D:\Unreal Projects\UnnamedProject(442)\Binaries\Android\UnnamedProject-Android-Shipping-armv7-es2.so
UATHelper: Packaging (Android (ETC2)): Total build time: 130.92 seconds (Local executor: 0.00 seconds)
UATHelper: Packaging (Android (ETC2)): Took 131.266053s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Android (ETC2)): ERROR: Command failed (Result:5): D:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe UnnamedProject Android Shipping -Project=âD:\Unreal Projects\UnnamedProject(442)\UnnamedProject.uprojectâ âD:\Unreal Projects\UnnamedProject(442)\UnnamedProject.uprojectâ -NoUBTMakefiles -remoteini=âD:\Unre
al Projects\UnnamedProject(442)â -skipdeploy -noxge -NoHotReload -ignorejunk. See logfile for details: âUnrealBuildTool-2019.03.02-07.01.00.txtâ
UATHelper: Packaging (Android (ETC2)): (see C:\Users\Jakdu\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error
Hello,
I see you use very outdated 4.18 version of UE4. This is almost 1.5 years old. In this version Firebase Invities doesnât work. You can turn this off or migrate to the newer engine version what is highly recommended because of new features and many bugfixes.
My teamâs using 4.18 for a reason, so although new features and less bugs sound great, migrating is not an option for us.
Anyway, it works!
After disabling Invites, the packaging was successful, and now both google play service and firebase analytics are successfully initiated.
I never thought it could be solved this easily.
Thanks a lot for your help!
EDIT : Actually, one more thing.
In the application, it says the analytics is initiated but thereâs nothing on the Firebase console.
Itâs only showing default events like screen_view or session_start. Thereâs no custom event.
Is there anything else I should do other than using âLog Eventâ node?
Events in Firebase Analytics Console shows up within 24 hours so you need to wait. You can also see live events in StreamView on Firebase Dashboard or DebugView following instructions on Firebase Documentation: × ×פ×× ××××× ×××ר×ע×× | Google Analytics for Firebase
Thanks to your help, Analytics works well now.
As for the Authentication though, signing in anonymously works but âFirebase Link with Credentialâ(google) doesnât.
Attached are my blueprint setup and Firebase sign-in method settings.
Is this another one of those things not supported in the old engine?
Or are there any other steps I should take?
Hi,
are Universal Mobile Ads and Ultimate Mobile Kit plugins compatible on their respective last version? I am getting this error when trying to package for Android:
ATHelper: Packaging (Android (ASTC)): Dependency resolved to an incompatible version: Dependency(fromArtifactVersion=ArtifactVersion(groupId=com.google.android.gms, artifactId=play-services-measurement-sdk-api, version=16.0.4), toArtifact=Artifact(groupId=com.google.android.gms, artifactId=play-services-measurement-base), toArtifactVersionString=[16.0.5])
UATHelper: Packaging (Android (ASTC)): :app:preReleaseBuild FAILED
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): In project 'app' a resolved Google Play services library dependency depends on another at an exact version (e.g. "[16.0.
UATHelper: Packaging (Android (ASTC)): 5]", but isn't being resolved to that version. Behavior exhibited by the library will be unknown.
UATHelper: Packaging (Android (ASTC)): Dependency failing: com.google.android.gms:play-services-measurement-sdk-api:16.0.4 -> com.google.android.gms:play-servi
UATHelper: Packaging (Android (ASTC)): ces-measurement-base@[16.0.5], but play-services-measurement-base version was 16.3.0.
UATHelper: Packaging (Android (ASTC)): The following dependencies are project dependencies that are direct or have transitive dependencies that lead to the art
UATHelper: Packaging (Android (ASTC)): ifact with the issue.
UATHelper: Packaging (Android (ASTC)): -- Project 'app' depends onto com.google.android.gms:play-services-ads@17.1.2
UATHelper: Packaging (Android (ASTC)): -- Project 'app' depends onto com.google.firebase:firebase-analytics@16.3.0
UATHelper: Packaging (Android (ASTC)): -- Project 'app' depends onto com.google.android.gms:play-services-ads@16.0.0
UATHelper: Packaging (Android (ASTC)): -- Project 'app' depends onto com.google.firebase:firebase-core@16.0.7
UATHelper: Packaging (Android (ASTC)): For extended debugging info execute Gradle from the command line with ./gradlew --info :app:assembleDebug to see the dep
UATHelper: Packaging (Android (ASTC)): endency paths to the artifact. This error message came from the google-services Gradle plugin, report issues at https://
UATHelper: Packaging (Android (ASTC)): [github.com/google/play-services-plugins](http://github.com/google/play-services-plugins) and disable by adding "googleServices { disableVersionCheck = false }" to your b
UATHelper: Packaging (Android (ASTC)): uild.gradle file.
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): * Get more help at [https://help.gradle.org](https://help.gradle.org/)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 9s
Unfortunately, this is not correct way to Link Credential with Google.
It should be like this:
https://gamednastudio.com/plugins/images/UltimateMobileKit/Wiki98.png
However, Google recently changed Google Login (because of Google+ closure) and it has been implemented in Ultimate Mobile Kit 1.10.3 for UE 4.21. 4.18 is deprecated (not supported even by Epic Games) so it may not be working⌠Whatâs more we are technically not able to upload update for 4.18 because Epic has marked this release as very old and updating has been blocked⌠Again, we highly recommend to switch to newer engine version. If you canât, we could discuss custom development request about rewriting the newest plugin for 4.18. If you are interested please contact us: support [at] gamednastudio.com
Hello,
Please update Universal Mobile Ads to 2.8.3 version: https://forums.unrealengine.com/unreal-engine/marketplace/65633-universal-mobile-ads-for-ios-android?p=1590858#post1590858
It should help
Thank you for your patience.
Hi,
I ended up switching my project to 4.21.
After I set up the nodes exactly like you showed me, I could successfully sign in with Google but when I try to sign in with Google Play or link to Google Play, it always returns invalid credential.
I specified web application client ID and client secret to the Play Games authentication setting in my Firebase Console, following the official Firebase instruction.
Is there anything else needed to be done?
Please contact us on Discord: gameDNA is coming back very soon â gameDNA and we will schedule TeamViewer session to help you directly on your computer
Could a link to the download location for these files be added to the docs? Even in context I have no idea where theyâre meant to be downloaded from. I eventually worked it out but it took a liberal application of googline.
Please login to your Firebase Console (https://console.firebase.google.com/), choose your app, and then click âProject Settingsâ icon. This is near âProject Overviewâ link. Then move down to âYour appsâ section and there you will see âDownload the latest config fileâ.