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Integração do AppsFlyer Unreal Epic SDK

A AppsFlyer capacita os profissionais de marketing de jogos a tomar melhores decisões, fornecendo ferramentas poderosas para executar a atribuição entre plataformas.

Game attribution requires the game to integrate the AppsFlyer SDK that records first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the AppsFlyer SDK into your Unreal Epic game.

Note: The sample code that follows is currently only supported in a Windows environment.

Prerequisites

  • Unreal Engine 4.2x.
  • Subsistema EOS integrado ao seu UE4 (geralmente está incluído no UE4 de terceiros e não há necessidade de fazer download).

AppsflyerEpicModule - Interface

AppsflyerEpicModule.h, incluído na pasta appsflyer-unreal-epic-sample-app/AppsflyerEpicIntegrationFiles/AppsflyerEpicModule , contém o código e a lógica necessários para se conectar aos servidores da AppsFlyer e relatar eventos.

Init

Este método recebe sua chave de API e ID do aplicativo e inicializa o módulo da AppsFlyer.

Assinatura do método

void Init(const char* devkey, const char* appID)

Arguments:

  • EPIC_APP_ID: Your Epic app id.
  • DEV_KEY: obtenha do profissional de marketing ou do QG da AppsFlyer.

Usage:

AppsflyerEpicModule()->Init(<< DEV_KEY >>, << EPIC_APP_ID >>);

Start

Este método envia as primeiras solicitações de abertura/sessão para a AppsFlyer.

Assinatura do método

void Start(bool skipFirst = false)

Arguments:

  • bool skipFirst: Determines whether or not to skip first open events and send session events. The value is false by default. If true , first open events are skipped and session events are sent. See example

Usage:

// without the flag
AppsflyerEpicModule()->Start();

// with the flag
bool skipFirst = [SOME_CONDITION];
AppsflyerEpicModule()->Start(skipFirst);

Stop

This method stops the SDK from functioning and communicating with AppsFlyer servers. It's used when implementing user opt-in/opt-out.

Assinatura do método

void Stop()

Usage:

// Starting the SDK
AppsflyerEpicModule()->Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
AppsflyerEpicModule()->Stop();

LogEvent

Esse método recebe um nome de evento e um objeto JSON e envia eventos in-app para a AppsFlyer.

Assinatura do método

void LogEvent(std::string event_name, std::string event_values, std::string custom_event_values = "")

Argumentos

  • std::string event_name-
  • std::string event_parameters: dictionary object which contains the predefined event parameters.
  • std::string event_custom_parameters (non-mandatory): dictionary object which contains the any custom event parameters. For non-English values, please use UTF-8 encoding.

Usage:

// Setting the event parameters json string and event name
std::string event_name = "af_purchase";
std::string event_parameters = "{\"af_currency\":\"USD\",\"af_revenue\":24.12}";
// Send the InApp event request
AppsflyerEpicModule()->LogEvent(event_name, event_parameters);

// Set non-English values for testing UTF-8 support
std::wstring ws = L"車B1234 こんにちは";
std::wstring ws2 = L"新人邀约购物日";
std::string event_custom_parameters = "{\"goodsName\":\"" + AppsflyerEpicModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerEpicModule()->to_utf8(ws2) + "\"}";
// Send inapp event with custom params
AppsflyerEpicModule()->LogEvent(event_name, event_parameters, event_custom_parameters);

GetAppsFlyerUID

Obter o ID do dispositivo exclusivo da AppsFlyer. O SDK gera um ID de dispositivo exclusivo da AppsFlyer na instalação do aplicativo. Quando o SDK é iniciado, esse ID é registrado como o ID da primeira instalação do aplicativo.

Assinatura do método

std::string GetAppsFlyerUID()

Usage:

AppsflyerEpicModule()->GetAppsFlyerUID();

SetCustomerUserId

This method sets a customer ID that enables you to cross-reference your unique ID with the AppsFlyer unique ID and other device IDs. Note: You can only use this method before calling Start().
The customer ID is available in raw data reports and in the postbacks sent via API.

Assinatura do método

void SetCustomerUserId(std::string cuid)

Arguments:

  • std::string cuid: Custom user id.

Usage:

AppsflyerEpicModule()->Init(DEV_KEY, APP_ID);
AppsflyerEpicModule()->SetCustomerUserId("Test-18-9-23");
AppsflyerEpicModule()->Start();

To_utf8

This method receives a reference of a std::wstring and returns UTF-8 encoded std::string

Assinatura do método

std::string to_utf8(std::wstring& wide_string);

Usage:

// Set non-English values for testing UTF-8 support
std::wstring ws = L"車B1234 こんにちは";
std::wstring ws2 = L"新人邀约购物日";
std::string event_custom_parameters = "{\"goodsName\":\"" + AppsflyerEpicModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerEpicModule()->to_utf8(ws2) + "\"}";

IsInstallOlderThanDate

Este método recebe uma string de data e retorna true se a data de modificação da pasta do jogo for mais antiga que a string de data. O formato da string de data é: "2023-janeiro-01 23:12:34"

Assinatura do método

bool IsInstallOlderThanDate(std::string datestring)

Arguments:

  • std::string datestring: Date string in yyyy-mm-ddThh:mm:ss+hh:mm format.

Usage:

// the modification date in this example is "2023-January-23 08:30:00"

// will return false
bool dateBefore = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-January-01 23:12:34");

// will return true
bool dateAfter = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-April-10 23:12:34");

// example usage with skipFirst -
// skipping if the install date is NOT older than the given date
bool isInstallOlderThanDate = AppsflyerEpicModule()->IsInstallOlderThanDate("2023-January-10 23:12:34");
AppsflyerEpicModule()->Start(!isInstallOlderThanDate);

Executando o aplicativo de exemplo

  1. Abra o motor UE4.
  2. Escolha Novo projeto > Jogos > Primeira pessoa.
  3. Escolha C++ (em vez de Blueprints).
  4. Dê um nome ao projeto AppsFlyerSample e clique em Criar projeto.
  5. Siga as instruções para implementar a AppsFlyer em seu jogo Epic.
  6. Inicie o aplicativo de amostra do editor do mecanismo UE4.
  7. Após 24 horas, o painel é atualizado e mostra instalações orgânicas e não orgânicas e eventos in-app.

Implementando a AppsFlyer em seu jogo Epic

Setup

  1. Certifique-se de que a Epic esteja em seus UE4 de terceiros. Saiba mais
  2. Adicione as seguintes definições a Config/DefaultEngine.ini ao substituir as credenciais confidential com suas credenciais do EOS. Para referência, consulte o appsflyer-unreal-Epic-sample-app/AppsflyerEpicIntegrationFiles/DefaultEngine.ini file.
[OnlineSubsystem]
DefaultPlatformService=EOSPlus

[OnlineSubsystemEOS]
bEnabled=true

[OnlineSubsystemEOSPlus]
bEnabled=true

[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true
NetConnectionClassName="OnlineSubsystemEOS.NetConnectionEOS"

[/Script/OnlineSubsystemEOS.EOSSettings]
CacheDir=CacheDir
DefaultArtifactName=Confidential
TickBudgetInMilliseconds=0
bEnableOverlay=False
bEnableSocialOverlay=False
bShouldEnforceBeingLaunchedByEGS=False
TitleStorageReadChunkLength=0
+Artifacts=(ArtifactName="Confidential",ClientId="Confidential",ClientSecret="Confidential",ProductId="Confidential",SandboxId="Confidential",DeploymentId="Confidential",EncryptionKey="Confidential")
bUseEAS=False
bUseEOSConnect=True
bMirrorStatsToEOS=False
bMirrorAchievementsToEOS=False
bUseEOSSessions=True
bMirrorPresenceToEAS=False
  1. In your Unreal editor, go to Plugins, activate Online Subsystem EOS, and then restart the editor.
  2. Abra o projeto em seu editor C++ preferido e no [YOUR-APP-NAME].Build.cs arquivo, adicione OpenSSL, OnlineSubsystem, e OnlineSubsystemEOS às suas dependências e HTTP como uma dependência privada:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OpenSSL", "OnlineSubsystem", "OnlineSubsystemEOS" });
PrivateDependencyModuleNames.Add("HTTP");
  1. In your Unreal Project files, under the Source directory, create a new directory named AppsflyerEpicModule.

  2. Copie os seguintes arquivos de appsflyer-unreal-epic-sample-app/AppsflyerEpicIntegrationFiles/AppsflyerEpicModule para a nova pasta:

    • AppsflyerModule.cpp
    • AppsflyerEpicModule.cpp
    • AppsflyerEpicModule.h
    • DeviceID.h
    • RequestData.h
  3. Gere arquivos de projeto para adicionar o OpenSSL. Saiba mais

  4. No GameMode.h arquivo, adicione o StartPlay() :

UCLASS(minimalapi)
class AAppsFlyerSampleGameMode : public AGameModeBase
{
 GENERATED_BODY()

public:
 AAppsFlyerSampleGameMode();
 virtual void StartPlay() override;
};

  1. Abra a pasta Source/AppsFlyerSample/AppsFlyerSampleGameMode.cpp e adicione o seguinte include ao seu arquivo GameMode.cpp.
#include "AppsflyerEpicModule/AppsflyerEpicModule.cpp"
#include <ThirdParty/EOSSDK/SDK/Include/eos_init.h>
#include <ThirdParty/EOSSDK/SDK/Include/eos_sdk.h>
#include <EOSSDK/SDK/Include/eos_userinfo.h>
using Super = AGameModeBase;
  1. Adicione a seguinte função, certificando-se de substituir DEV_KEY and EPIC_APP_ID in the initcom as informações do seu aplicativo e inicialize o SDK do EOS com as informações do EOS.
void AEpicTestGameMode::StartPlay()
{
 Super::StartPlay();

 EOS_InitializeOptions SDKOptions;
 SDKOptions.ApiVersion = EOS_INITIALIZE_API_LATEST;
 SDKOptions.AllocateMemoryFunction = NULL;
 SDKOptions.ReallocateMemoryFunction = NULL;
 SDKOptions.ReleaseMemoryFunction = NULL;
 SDKOptions.ProductName = "PRODUCT_NAME";
 SDKOptions.ProductVersion = "1.0";
 SDKOptions.Reserved = NULL;
 SDKOptions.SystemInitializeOptions = NULL;
 EOS_EResult res = EOS_Initialize(&SDKOptions);

 if (res == EOS_EResult::EOS_Success || res == EOS_EResult::EOS_AlreadyConfigured) {
  EOS_Platform_Options PlatformOptions;
  PlatformOptions.ApiVersion = EOS_PLATFORM_OPTIONS_API_LATEST;
  PlatformOptions.Reserved = NULL;
  PlatformOptions.bIsServer = false;
  PlatformOptions.EncryptionKey = NULL;
  PlatformOptions.OverrideCountryCode = NULL;
  PlatformOptions.OverrideLocaleCode = NULL;
  PlatformOptions.ProductId = "PRODUCT_ID";
  EOS_Platform_ClientCredentials cCreds;
  cCreds.ClientId = "CLIENT_ID";
  cCreds.ClientSecret = "CLIENT_SECRET";
  PlatformOptions.ClientCredentials = cCreds;
  PlatformOptions.SandboxId = "SANDBOX_ID";
  PlatformOptions.DeploymentId = "DEPLOYMENT_ID";
  PlatformOptions.EncryptionKey = "ENCRYPTION_KEY";
  EOS_HPlatform platform = EOS_Platform_Create(&PlatformOptions);
   
	// af module init
	AppsflyerEpicModule()->Init(<< DevKey >>, << AppID >>);

  // af send firstopen/session
   AppsflyerEpicModule()->Start();

   // set event name
   std::string event_name = "af_purchase";
   // set json string
   std::string event_parameters = "{\"af_currency\":\"USD\",\"af_revenue\":24.12}";
   // af send inapp event
   AppsflyerEpicModule()->LogEvent(event_name, event_parameters);

   // set non-English values for testing UTF-8 support 
   std::wstring ws = L"車B1234 こんにちは";
   std::wstring ws2 = L"新人邀约购物日";
   std::string event_custom_parameters = "{\"goodsName\":\"" + AppsflyerEpicModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerEpicModule()->to_utf8(ws2) + "\"}";
   // af send inapp event with custom params
   AppsflyerEpicModule()->LogEvent(event_name, event_parameters, event_custom_parameters);

   // stop the SDK
   AppsflyerEpicModule()->Stop();
 }
 else {
  UE_LOG(LogTemp, Warning, TEXT("EOS FAIL"));
  return;
 }
}
  1. Relate eventos in-app

Resetting the attribtion

Delete the appsflyer_info file:

Delete the