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Ultimate Mobile Kit for iOS & Android - Firebase

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  • replied
    Hello GameDNA.

    I have some troubles. Please check it.
    I recently updated the Unreal Engine version from 4.21 to 4.22. GameDNA's plug-ins also work well on Android after the latest version, but I'm experiencing the following issues on iOS.

    - Issue # 1. Ultimate Mobile Kit:
    'is Firebase Initialized' is False and 'Firebase Authentication Init' is On Failure with ApiNotAvailable error. I did not experience issue # 1 in UE 4.21, but now we have. It does not happen on Android.

    - Issue # 2. Universal Mobile Ads:
    If I package the iOS version after installing the latest version plugin via GameDNAInstaller, crashes immediately upon launch on the iPhone X and iPad Mini (5th Gen.) test equipment. Since we updated UE 4.22 and installed Universal Mobile Ads for the first time on the iMac, we can not be sure that issue # 2 was okay with UE 4.21. It does not happen on Android.

    Thank you. I look forward to hearing from you.

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.11.2 released!


    We've just released Ultimate Mobile Kit update for UE 4.22.
    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:
    • Fixed crash during receving In App Messages on iOS.
    • Fixed crash when more than 5 parameters are registered in Firebase Analytics.
    • Improved stability of initialization of Remote Config default parameters.
    • Stability improvements in AsyncTasks.


    If you haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.11.1 released!


    We've just released Ultimate Mobile Kit update for UE 4.22.
    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:
    • Fixed not registering properly Current Screen on iOS.
    • Fixed occasional crash when multiple parameters name are registered in Firebase Analytics.
    • Added support for bitcode.
    • Added PrecompileForTargets.


    If you haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.

    Leave a comment:


  • replied
    Originally posted by BamboTV View Post
    Hey guys,
    I own this plugin for a little while now but just recently started using it. My knowledge about it is still limited so I will adjust my review here in time.

    What I do need to say though is: The support is absolute top notch!

    2 support inquiries on 2 different days. 2 answers within like what... 1 minute on each? like this is crazy. He is friendly. Caring. Helpful. I can only recommend the plugins of this developer/s. It might seem to be an intimidating price tag when you don't know the quality beforehands. I am here to let everyone know. Worth it!
    Thank you very much! We always do our best

    Leave a comment:


  • replied
    Hey guys,
    I own this plugin for a little while now but just recently started using it. My knowledge about it is still limited so I will adjust my review here in time.

    What I do need to say though is: The support is absolute top notch!

    2 support inquiries on 2 different days. 2 answers within like what... 1 minute on each? like this is crazy. He is friendly. Caring. Helpful. I can only recommend the plugins of this developer/s. It might seem to be an intimidating price tag when you don't know the quality beforehands. I am here to let everyone know. Worth it!

    Leave a comment:


  • replied
    Originally posted by GRADgr View Post
    Hello GameDNA!

    i would like to know if i can use Ultimate Plugin for :

    - Storing and Retrieving SaveGame data to and from Firebase from other platforms than mobile ( PC,MAC etc. Oculus GO/Quest )

    Also some other minor questions :

    - MOBILE : Can i check IAPs for GooglePlay and Apple Store?
    - MOBILE : Can i authenticate using a Unique USERNAME instead of email?
    - GENERAL : Does ue4 Savegames stored to Cloud Firestore or to Storage?

    Sorry for being too noobish, i did bought all your plugins to support! ( except Realtime ;p ) ( havent used them until now )

    GREAT JOB AGAIN!


    Thank you for your appreciation!


    1. You can store and retrieve SaveGame only for mobile but we are working on support for all platforms.
    2. Plugin doesn't support checking IAP.
    3. You can do this when you use method Authenticate with Custom Token. In this case token = username.
    4. SaveGames are stored in Firebase Storage.

    Leave a comment:


  • replied
    Hello GameDNA!

    i would like to know if i can use Ultimate Plugin for :

    - Storing and Retrieving SaveGame data to and from Firebase from other platforms than mobile ( PC,MAC etc. Oculus GO/Quest )

    Also some other minor questions :

    - MOBILE : Can i check IAPs for GooglePlay and Apple Store?
    - MOBILE : Can i authenticate using a Unique USERNAME instead of email?
    - GENERAL : Does ue4 Savegames stored to Cloud Firestore or to Storage?

    Sorry for being too noobish, i did bought all your plugins to support! ( except Realtime ;p ) ( havent used them until now )

    GREAT JOB AGAIN!

    Leave a comment:


  • replied


    Ultimate Mobile Kit 1.11.0 for UE 4.22 released!


    We've just released plugin binaries for Unreal Engine 4.22.
    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:
    • Compatibility updates for Unreal Engine 4.22


    If you haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.

    Leave a comment:


  • replied



    Ultimate Mobile Kit 1.10.8 released!


    We've just released 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 Game Center authentication for iOS (Sign In and Link Account).
    • Fixed occasionally not registering multiple parameters name in Firebase Analytics
    • Google Play Services Games for Android updated to 17.0.0
    • Firebase for iOS updated to 5.19.0
    • Firebase Core for Android updated to 16.0.8
    • Firebase Analytics for Android updated to 16.4.0
    • Firebase Authentication for Android updated to 16.2.0
    • Firebase In-App Messaging for Android updated to 17.1.0
    • Firebase Remote Config for Android updated to 16.4.0
    • Firebase Cloud Messaging for Android updated to 17.4.0
    • Firebase Invites for Android updated to 16.1.1
    • Firebase Dynamic Links for Android updated to 16.1.8
    • Firebase Performance Monitoring for Android updated to 16.2.4
    • Firebase Storage for Android updated to 16.1.0




    If you haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.

    Leave a comment:


  • replied
    Originally posted by Krustenkaese View Post
    Hi all,

    Maybe another question about the future of a firestore update?

    as of now firestore is officially out of beta and i would be interested if there is already a schedule for an update to include it?

    Many thanks for an answer!

    We have Firestore on To-Do list but we are waiting on final SDK.

    Leave a comment:


  • replied
    Hi all,

    Maybe another question about the future of a firestore update?

    as of now firestore is officially out of beta and i would be interested if there is already a schedule for an update to include it?

    Many thanks for an answer!
    Last edited by Krustenkaese; 03-24-2019, 09:19 AM.

    Leave a comment:


  • replied
    Originally posted by tomotor View Post
    Hello, I'm stuck trying to implement on UE4.21 on Win10 with just analytics checked off and just trying to get it to work on IOS. I'm setting it up on a project that is mixed C++ and blueprint and requires remote build on a mac. Here's my process so far: Downloaded from the Epic store which put the plugin in the Engine directory, set up GameDNA installer, installer failed because path too long, then moved my whole engine folder to c:\UE4_21, then success with gamedna installer. Installed the plist file with gamedna installer and looking at DefaultEngine.ini it looks happy as its showing all of the plist data ported in to the config. It builds in installs fine on the device. No action on analytics though. When I launch to device and then download the log, I see this error:

    [2019.03.22-07.07.51:653][ 0]LogUltimateMobileKit: Ultimate Mobile Kit CreateSubsystem!
    [2019.03.22-07.07.51:654][ 0]LogUltimateMobileKit: Warning: Ultimate Mobile Kit API failed to initialize!

    Looks like it fails to initialize the core API.
    I have tried reinstalling the sdk with GameDNA installer, then I moved the plugin to the project folder (which I should have done initially and would be a nice thing to add to the documentation startup, since moving UE4 engine from its installation folder to the drive root is not good for updates or installing other marketplace content), then tried reinstalling gamedna SDK and then going to the remote build machine and wiping out the build folder for the project and rebuilding it.

    I guess I would look for anything that I'm obviously doing wrong here and also if there is any way to get it to spit out more detail on the log. I've tried using the debugger on the mac and it doesn't provide any additional information.

    Hello,

    as we said many times there is a bug in UE 4.21 with remote connection from Windows to macOS. The only workaround is to build your project directly on your Mac or use UE 4.22.

    If you have more questions, feel free to ask.

    Leave a comment:


  • replied
    Hello, I'm stuck trying to implement on UE4.21 on Win10 with just analytics checked off and just trying to get it to work on IOS. I'm setting it up on a project that is mixed C++ and blueprint and requires remote build on a mac. Here's my process so far: Downloaded from the Epic store which put the plugin in the Engine directory, set up GameDNA installer, installer failed because path too long, then moved my whole engine folder to c:\UE4_21, then success with gamedna installer. Installed the plist file with gamedna installer and looking at DefaultEngine.ini it looks happy as its showing all of the plist data ported in to the config. It builds in installs fine on the device. No action on analytics though. When I launch to device and then download the log, I see this error:

    [2019.03.22-07.07.51:653][ 0]LogUltimateMobileKit: Ultimate Mobile Kit CreateSubsystem!
    [2019.03.22-07.07.51:654][ 0]LogUltimateMobileKit: Warning: Ultimate Mobile Kit API failed to initialize!

    Looks like it fails to initialize the core API.
    I have tried reinstalling the sdk with GameDNA installer, then I moved the plugin to the project folder (which I should have done initially and would be a nice thing to add to the documentation startup, since moving UE4 engine from its installation folder to the drive root is not good for updates or installing other marketplace content), then tried reinstalling gamedna SDK and then going to the remote build machine and wiping out the build folder for the project and rebuilding it.

    I guess I would look for anything that I'm obviously doing wrong here and also if there is any way to get it to spit out more detail on the log. I've tried using the debugger on the mac and it doesn't provide any additional information.

    Leave a comment:


  • replied
    Originally posted by Antidamage View Post
    I'm getting a crash on the latest version on iOS. Initially it's OK but it feels like if I call two Firebase Analytics Log Event at once it crashes.

    I'd give more info but I don't seem to be able to set a provisioning profile for an iOS build in XCode, so I can't run it with the debugger. If anyone knows how to get past that I'd appreciate advice on how to get it done. Isn't Firebase meant to log crashes?

    Also, are there any guides on how to actually use the data being collected in the Firebase console? I have data events appearing but not the actual data.

    Hello Antidamage,

    Please contact us on Discord (https://gamednastudio.com/discord) in order to schedule TeamViewer session and we will assist you with configuration of Ultimate Mobile Kit directly on your computer

    Leave a comment:


  • replied
    I'm getting a crash on the latest version on iOS. Initially it's OK but it feels like if I call two Firebase Analytics Log Event at once it crashes.

    I'd give more info but I don't seem to be able to set a provisioning profile for an iOS build in XCode, so I can't run it with the debugger. If anyone knows how to get past that I'd appreciate advice on how to get it done. Isn't Firebase meant to log crashes?

    Also, are there any guides on how to actually use the data being collected in the Firebase console? I have data events appearing but not the actual data.
    Last edited by Antidamage; 03-08-2019, 02:15 AM.

    Leave a comment:

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