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Ultimate Mobile Kit for iOS & Android - Firebase

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  • replied
    Ultimate Mobile Kit 1.10.6 released!


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

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.11.0 Preview for UE 4.22 Preview 2!


    We've just released plugin binaries for Unreal Engine 4.22 Preview 2.
    You can download it from GitHub repository on releases tab.



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

    Leave a comment:


  • replied
    In-App Messaging



    Firebase In-App Messaging helps you engage your app's 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 they'd 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 they're most needed: while users are actually in your app. Promote your big sale when users visit your in-app store, not while they're in line at the grocery store. Highlight that cool, new level when users play your game, not when they're 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 you'd most like to reach. Send messages based on users' demographics, past behavior, or even predictions of their future behavior.
    • Create flexible, custom alerts - with the ability to customize your messages' 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.

    Leave a comment:


  • replied


    Ultimate Mobile Kit 1.10.5 released!
    In-App Messaging and Test Lab for Android and iOS



    We've 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 app's 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 haven't owned it yet, you can buy now on Sellfy or UE4 Marketplace.
    Last edited by gameDNA studio; 02-19-2019, 04:31 PM.

    Leave a comment:


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

    Leave a comment:


  • replied
    Originally posted by Esteves View Post
    Great plugin. Exactly what I needed to connect my app to firebase. Easy to use, great support from gameDNA, I got my answers in less than 5 minutes everytime I had an issue. Strongly recommend to anyone working on mobile games!
    Thank you for your appreciation! We always try to provide the best possible service

    Leave a comment:


  • replied
    Great plugin. Exactly what I needed to connect my app to firebase. Easy to use, great support from gameDNA, I got my answers in less than 5 minutes everytime I had an issue. Strongly recommend to anyone working on mobile games!

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.10.4 released!


    We've just released hotfix 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:
    • Updated Firebase SDKs for Android
    • Fixed ProGuard error when Shipping mode is enabled on Android


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

    Leave a comment:


  • replied


    We decided to create Discord channel to provide better support and send realtime updates about all our products.

    We strongly encourage you to join our channel: https://gamednastudio.com/discord

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.10.3 released!


    We've just released hotfix 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:
    • Fixed SignInWithGoogle not working during second execution or next.
    • Removed unecessary WorldContextObject parameters.
    • Firebase Core SDK for Android updated to 16.0.6
    • Firebase Auth SDK for Android updated to 16.1.0
    • Firebase Analytics SDK for Android updated to 16.0.6
    • Firebase Remote Config SDK for Android updated to 16.1.2
    • Firebase Crashlytics SDK for Android updated to 2.9.8
    • Firebase Invites SDK for Android updated to 16.0.6
    • Firebase Performance Monitoring SDK for Android updated to 16.2.3
    • Firebase Core SDK for iOS updated to 5.15.0



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

    Leave a comment:


  • replied
    Ultimate Mobile Kit 1.10.2 released!


    We've just released hotfix 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 improvements for Android 9 (Pie)
    • Added improvements for iOS 12, iPhone XS, iPhone XS Max, and iPhone XR
    • Firebase SDK for all platforms updated to 5.4.3
    • Firebase Core SDK for Android updated to 16.0.5
    • Firebase Analytics SDK for Android updated to 16.0.5
    • Firebase Database SDK for Android updated to 16.0.5
    • Firebase Auth SDK for Android updated to 16.0.5
    • Firebase Invites SDK for Android updated to 16.0.5
    • Firebase Performance Monitoring SDK for Android updated to 16.2.1
    • Firebase Storage SDK for Android updated to 16.0.5
    • Firebase Crashlytics SDK for Android updated to 2.9.6
    • Firebase Core SDK for iOS updated to 5.13.0
    • Firebase Crashlytics SDK for iOS updated to 3.12.0



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

    Leave a comment:


  • replied
    Originally posted by gameDNA studio View Post

    It seems to be fine. All necessary info is available. Not always 100% of symbols are visible in Crashlytics.
    Thank you for confirming.

    I have another problem.
    UMK ForceCrash, ForceException not working at Android.
    I called this function using custom console command.
    But there is any crash, or exception and I can't open Unreal Console window after function call.
    When I changed "throw new RuntimeException("This is a crash")" to Crashlytics.logException(new RuntimeException("This is a crash"), it worked.

    ---------------------------------------------------------------------------------------------------------
    I modified UltimateMobileKit_UPL_Android.xml.
    Now it works well

    Code:
     public void AndroidThunkJava_FirebaseCrashlyticsForceCrash()
         {
              GameActivity._activity.runOnUiThread(new Runnable() {
               @Override
               public void run() {
                  Crashlytics.getInstance().crash();
                }
              });
          }
    
          public void AndroidThunkJava_FirebaseCrashlyticsForceException()
          {
              GameActivity._activity.runOnUiThread(new Runnable() {
                @Override
                public void run() {
                  throw new RuntimeException("This is a crash");
                }
              });
          }
    Last edited by NKei; 11-29-2018, 05:04 AM.

    Leave a comment:


  • replied
    Originally posted by NKei View Post

    Actually, Only part of it is displayed.
    It seems to be fine. All necessary info is available. Not always 100% of symbols are visible in Crashlytics.

    Leave a comment:


  • replied
    We added this functionality to Ultimate Mobile Kit 1.10.1 (UE 4.21) and you can integrate changes from this commit: https://github.com/gameDNAstudio/Ult...530bffd9025287
    Ok, I'll Check it. Thank you.


    Originally posted by gameDNA studio View Post

    It looks fine... When you delete androidNdkLibsOut it tries to find necessary folder automatically. Could you check if stack traces with symbols are visible on the Firebase Crashlytics Dashboard?
    Actually, Only part of it is displayed.
    Here is My Firebase Crashlytics Dashboard Info.

    Click image for larger version

Name:	dashboad.png
Views:	66
Size:	92.1 KB
ID:	1555898
    Code:
    Crashed: Thread: SIGSEGV  0x0000000000000000
           at My SourceCode FunctionName (FileName:Line)
           at (Missing)()
           at UFunction::Invoke(UObject*, FFrame&, void*)(Class.cpp:4728)
           at UObject::ProcessEvent(UFunction*, void*)(ScriptCore.cpp:1342)
           at UObject::FindFunction(FName) const(ScriptCore.cpp:1173)
           at (Missing)()
           at (Missing)()
           at void TScriptDelegate<FWeakObjectPtr>::ProcessDelegate<UObject>(void*) const(ScriptDelegates.h:240)
           at SCheckBox::OnMouseButtonDoubleClick(FGeometry const&, FPointerEvent const&)(SButton.cpp:249)
           at FOnButtonClickedEvent_DelegateWrapper(TMulticastScriptDelegate<FWeakObjectPtr> const&)(Button.h:17)
           at decltype ((((*this).Obj)->*((*this).MemFunPtr))()) TMemberFunctionCaller<UUserWidget, FVector2D (UUserWidget::*)() const>::operator()<>()(DelegateInstanceInterface.h:156)
           at TBaseDelegate<FReply>::Execute() const(DelegateSignatureImpl.inl:537)
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()
           at (Missing)()

    Leave a comment:


  • replied
    Originally posted by NKei View Post

    I tried to upload symbol after delete Intermediate and build, but still fail. (development build / architecture armv7)
    when I remove androidNdkLibsOut 'build/intermediates/transforms/stripDebugSymbol' line, file uploaded successfully.
    In this case, androidNdkLibsOut in crashlytics.log file was 'build\intermediates\transforms\stripDebugSymbol\debug'
    It looks fine... When you delete androidNdkLibsOut it tries to find necessary folder automatically. Could you check if stack traces with symbols are visible on the Firebase Crashlytics Dashboard?


    Originally posted by NKei View Post
    I have another question.
    I want to upload symbol file automatically, so added this code to UltimateMobileKit_UPL_Android.xml

    But it didn't work. What should I do?
    We added this functionality to Ultimate Mobile Kit 1.10.1 (UE 4.21) and you can integrate changes from this commit: https://github.com/gameDNAstudio/Ult...530bffd9025287

    Leave a comment:

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