Unreal 5.5 and Android development

Hi there!

I have been developing mobile games on Unreal for several years, and the more time passes, the more Epic neglects mobile users by not updating its engine or no longer correcting bugs that have been reported for years.

I’ve fixed many engine bugs for Epic and I’ve always shared my findings with the community, but my knowledge in coding has its limits and it’s getting harder and harder for me.

I’m currently using Unreal 5.2, because this version allows to use in-app purchases and ads without any plugins or engine modifications. The thing is this version is not working for Android 34 and 35 because of an engine bug.

UE 5.3 and 5.4 fixed the Android 34 problem, but the new IAP method is broken so you can’t use them. Ads are also broken if you don’t modify engine files by yourself.


Version 5.5 was recently released, and I need your help. Any of you managed to build for Android on this version?

With the exact same configuration I had on 5.2-5.4, I have 2 major issues which did not exist in previous versions:

  • With NDK 25 or 26, I can build and launch without problem, but when the game opens on my phone it’s an instant crash.

  • With NDK 27 or higher, I just have an instant “unknown error” when trying to build.

I’ve tried with Google PAD on and off, with Android Studio 2022 and 2024, I’ve tried several configuration of build-tools, CMAKE and Java… same result.

What am I missing? Is there a new parameter to check on this version that did not exist on the previous ones?

And most important question: did you manage to get the IAPs to work without any plugin and without the source engine? Or am I doing this for nothing? xd

Thanks for your contribution :slight_smile:

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Does this video helps you?
it shows how to build engine with Ndk-28

Thanks, but it’s not a packaging problem but a crash problem.

Also, you only show how to package in .APK, the problem is that APKs are no longer used since 2021.

You are also missing a lot of important options in the project settings.

Have you tried running the game on your phone?

Once successfully built , UAT automatically created .apk, .aab, .obb inside the building folder,
i only has a phone of android-33, so i don’t try to run it yet.

UPDATE: I managed to make it works.

I had to convert my project into c++, then fix the usual bugs (AndroidAdvertising_APL.xml, UnrealEditor-Advertising.lib, build.gradle and GooglePAD_APL.xml).

I then packaged the game a first time, uploaded it on the Play Console, downloaded it, and only after that I was able to launch it from the editor.

And spoiler: they still haven’t fixed the IAP problem :slight_smile:

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@Herlehos, Hello!

Wonder, if you could make Google Games SDK v2 working in your build for IAP? Please update. Thanks

Hello!

I’ve a fix for Google Play IAP problem in UE 5.5.4 Engine\Plugins, not sure if you are referring to the same.
Let me know if you need a help with it.

Refer In-App Purchases. How to restore IAP in UE 5.4 - #3 by Rush_At_Games

Have fun!
Rush At Games

Hi, no not at all ^^

The problem is about the node “Start an in app purchase”, it uses a deprecated method, giving the warning “invalid player unique net id” when you try to start an in app purchase.

It’s been bugged since Unreal 5.3, when they removed the node “Make An InApp Purchase”.

Are IAP really working on your 5.4 project?

Yes, IAP works for me. I’m on UE 5.5.4

Okay :o

Do you mind explaining me how you managed to make them work? Plugin? Source engine?

There are dozens of topics about IAP problems since 5.3, if you have the solution you’ll be helping a lot of desperate developers! :smile:

On UE 5.5.4, IAP for consumables configured in Google Play console works without additional 3rd party plugins, once you have Google cloud console and Play Games services are up properly.

For non consumable items (one time purchase), it needs some modification in UE Engine Plugins as explained in my earlier post in this thread.

If you want more details on step by step instructions, I can help over discord @rushatgames.

Thankyou

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Thanks, I just send you a friend request :smiley: