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Flurry Documentation - Sentences aren't even finished?

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    Flurry Documentation - Sentences aren't even finished?

    We're trying to integrate the Flurry analytics system into an iOS project, and this one paragraph is all the documentation we have. Some of the sentences aren't even complete, and the one paragraph we have doesn't make any sense anyway. It seems like a mistake that this page is even public to be honest.


    Thanks for pointing the stray sentence out! I did a bit of cleanup on the Flurry page in the near term - but I have even better news for the future. We're working on adding Flurry analytics in a sample right now, which means new documentation will come out along with that!

    What hangups are you having in your implementation, so we can be sure that they're covered in the new docs?



      Hey Lauren,

      That's great! We're on a time constraint so if you could show us how to get it working in the interim that would be great. AFAIK we currently can't get a project to build with Flurry, we're using the Binary (launcher) version of the engine but we've been told on the iOS forums that we may have to use the GitHub version? If so how do we go about implementing it?

      Is this as part of the new mobile sample that's coming? If so, any idea when we can expect to see that - there's so much in there that's going to be invaluable to us!

      Also, is there an Android implementation we can use? So far it seems as though Flurry only supports iOS?




        I've been trying to implement the flurry plugin into a project and have been having trouble so I thought I'd throw my hat in the ring so you know the hangup I'm currently having!

        I've posted my progress so far here:

        Its the first plugin I've tried to use so I fear I may have missed something obvious but I cant seem to find much in the ways of documentation to help. I've realised that the built-in plugins that seem to be used with iOS all seem to be missing the binaries required and I'm not sure how I would go about fixing that?



          I have now successfully built the Source Engine, Created a new project and built it to an iPad with the plugins ticked! Great news! Sadly flurry is still receiving no data with the blueprint start session node returning False. Im going to fiddle with it more and will update.

          Has anyone else got this far or experienced a fix for this?



            Still find it weird that we need to use source build of the engine... idk


              I'm back!

              Here are my notes from when I was setting up Flurry in Unreal Match 3 (which is coming soon, and you'll be able to see the node setup there, but not the .ini files as those have a private key).

              I'm working on Windows, 4.10, but the steps (aside from remote compilation) should work fine on the Mac.

              The reason you need a source build on Windows is because using the analytics plugin means that the project has to be compiled, and the remote Mac compilation needed for iOS is only enabled in a source build.

              These steps will be in official documentation soon, but to get you started now:

              1. Enable the Flurry plugin in your project (and optionally, the Blueprint Analytics Plugin if you want to call the events in Blueprints).
              2. Restart the editor.
              3. Set your project up in Flurry's web interface, and note the key for the project.
              4. Add the following to your DefaultEngine.ini file:
              5. Download the Flurry SDK (on their site, under Applications > YourAppName > Manage > App Info).
              6. Unzip the SDK, and find Flurry.h and libFlurry_[versionnumber].a inside the Flurry folder.
              7. Copy those into: [EngineLocation]\Source\ThirdParty\NotForLicensees\Flurry\iOS

              Flurry 6.3 is the default Flurry version for the plugin that ships with UE4 4.10. It supports up to iOS 8. If you would like to support iOS 9, you can alter the plugin to work with Flurry 7.3.
              1. Open [EngineLocation]\Location\Plugins\Runtime\Analytics\Flurry\IOSFlurry\Source\IOSFlurry\IOSFlurry.Build.cs.
              2. Change
              Back in your project:
              1. Add your start session call with either the following code: FAnalytics::Get().GetDefaultConfiguredProvider()->StartSession(); or the Blueprint node Start Session.
              2. Optionally, set up events to be recorded, item purchases, or currency given using the Blueprint nodes or the appropriate function calls. Note that currently, UE4's Flurry implementation doesn't use End Session or Flush Session events.
              3. Package your game and put it on a device for testing. Results can take up to 24 hours to show on the Flurry site, but you can check a log from a Development or Test build for LogAnalytics messages.

              Hope this helps!


                Lauren you're a total legend We'll give this a try and let you know how we get on! That Match 3 example should be a great help, am I right in thinking it has full game center / google play integration as well?

                I'm not working on this directly but from what I understand we compiled the Engine on a Mac, then did everything on the Mac side but it's hard to say without me looking at it or Rengee posting here. I'm glad we can do the hard stuff on Windows and just use remote build on the Mac.

                So as Flurry only seems to support iOS, is there a different plugin that works the same way for Android? If this all works btw I'm going to copy this onto the Wiki page too


                  Yeah, Unreal Match 3 has Game Center and Google Play integration (leaderboards, achievements, In-App Purchase), as well as ads and the Flurry analytics setup.

                  The two provider plugins currently implemented in UE4 are iOS (Flurry and Apsalar). I'll ask around and see what our plans might be for future Android support, but in the meantime, you could definitely take a look at the existing plugins if you wanted to give setting up Android support a try.

                  Good luck with the Flurry implementation - let us know how it goes!


                    Thanks for this Lauren I followed the guide through and now have Start session returning true through the blueprint node! I have a few questions if you don't mind?

                    I went ahead and set up a very simple blueprint that uses the "Record Event" to record the data, because Flush and End Session don't get used in the flurry implementation how do I actually SEND the data? As even after 48 hours nothing is appearing in the events tab on flurry? Is there a particular thresh hold of events it needs before it sends them or does it just send them one at a time?


                      Glad you were able to get a connection!

                      You shouldn't have to Flush or End Session to send the data, as far as I know. Some things that come to mind are:
                      • What device/OS are you running the compiled build on?
                      • When are you starting the session/sending the Record Event? (Blueprint screenshots or code snippets would be helpful, but if you can't send them just an overview would be okay).
                      • Which Flurry version did you end up going with?



                        Thanks for troubleshooting this with me!

                        Building to - Apple IPad Air 2
                        I'm compiling from Unreal 4.10 Source on a MacBook Air - I'm Using the Launch button and selecting the IPad
                        Currently just in the level blueprint, I'm simply on begin Play I start the session and send an event - I'll attach a screenshot (I've also tried sending multiple events on a delayed tick)
                        Flurry - 7.3.0

                        Click image for larger version

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                          Thanks for the info!

                          My first suggestion would be to try a fully packaged build, rather than just launching on device. Launching is really meant more for testing a particular level, and the analytics behavior encompasses more of the whole project.

                          Give that a shot, and let me know - I definitely want to figure out what the cause might be, so we can be sure to cover it in the docs.


                            Thanks, I'm giving it a go today so I'll let you know if that's the problem (I've just built and launched a version out). No events yet... Flurry documentation states I should see the results minutes after they happen but I will wait a little longer before I come to any conclusions!

                            Update: I've built out a packaged (Shipping build) and still get the start session node returning true when I start the game. Still nothing on Flurry's end (I haven't waited the full 24 hours yet). Are there any additional steps I am meant to be doing on the flurry side of things? For example am I missing a way to "create" the events that required? I may try a build using apsalar in the mean time...
                            Last edited by Rengee; 12-18-2015, 10:56 AM.


                              I've always had to wait a while, are the events showing up now?

                              You don't have to do anything on the Flurry site side for the events, just set them up in your Blueprints/code. You can download the Unreal Match 3 project from the launcher and check out the node setup in there, if that helps to compare to.