https://github.com/appsflyersdk/appsflyer-unreal-steam-sample-app
https://github.com/appsflyersdk/appsflyer-unreal-steam-sample-app
Last synced: about 2 months ago
JSON representation
- Host: GitHub
- URL: https://github.com/appsflyersdk/appsflyer-unreal-steam-sample-app
- Owner: AppsFlyerSDK
- Created: 2023-06-05T10:55:00.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2024-02-14T08:44:44.000Z (about 1 year ago)
- Last Synced: 2025-01-23T17:57:13.660Z (4 months ago)
- Language: C++
- Size: 90.8 KB
- Stars: 0
- Watchers: 3
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
---
title: Unreal Steam
parentDoc: 64ad63e4b848351d3acc44d0
category: 6446526dddf659006c7ea807
order: 2
hidden: false
slug: unreal-steam
---> Link to repository
> [GitHub](https://github.com/AppsFlyerSDK/appsflyer-unreal-steam-sample-app)## AppsFlyer Unreal Steam SDK integration
AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools to perform cross-platform attribution.
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 Steam game.**Note**: The sample code that follows is currently only supported in a Windows environment.
### Prerequisites
- Unreal Engine 4.2x
- [Steamworks SDK](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/Steam/) integrated within your UE4 (usually it’s included within the UE4 third-parties and there’s no need to download it).
- Steam client installed with an active user.## AppsflyerSteamModule - Interface
`AppsflyerSteamModule.h`, included in the `appsflyer-unreal-steam-sample-app/AppsflyerSteamIntegrationFiles/AppsflyerSteamModule` folder, contains the required code and logic to connect to AppsFlyer servers and report events.
### Init
This method receives your API key and app ID and initializes the AppsFlyer Module.
**Method signature**
```c++
void Init(const char* devkey, const char* appID, bool collectSteamUid = true)
```**Arguments**:
- `string DEV_KEY`: Get from the marketer or [AppsFlyer HQ](https://support.appsflyer.com/hc/en-us/articles/211719806-App-settings-#general-app-settings).
- `string STEAM_APP_ID`: Found in the [SteamDB](https://steamdb.info/apps/).
- `bool collectSteamUid`: Whether to collect Steam UID or not. True by default.**Usage**:
```c++
// for regular init
AppsflyerSteamModule()->Init(<< DEV_KEY >>, << STEAM_APP_ID >>);// for init without reporting steam_uid
AppsflyerSteamModule()->Init(<< DEV_KEY >>, << STEAM_APP_ID >>, false);
````
### StartThis method sends first open and /session requests to AppsFlyer.
**Method signature**
```c++
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](#skipFirstExample)
**Usage**:
```c++
// without the flag
AppsflyerSteamModule()->Start();// with the flag
bool skipFirst = [SOME_CONDITION];
AppsflyerSteamModule()->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.
**Method signature**
```c++
void Stop()
```**Usage**:
```c++
// Starting the SDK
AppsflyerSteamModule()->Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
AppsflyerSteamModule()->Stop();
```### LogEvent
This method receives an event name and JSON object and sends in-app events to AppsFlyer.
**Method signature**
```c++
void LogEvent(std::string event_name, std::string event_values, std::string custom_event_values = "")
```**Arguments**
- `std::string event_name`-
- `std::string event_parameters`: dictionary object which contains the [predefined event parameters](https://dev.appsflyer.com/hc/docs/ctv-log-event-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](#to_utf8).**Usage**:
```c++
// 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
AppsflyerPCModule()->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\":\"" + AppsflyerPCModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerPCModule()->to_utf8(ws2) + "\"}";
// Send inapp event with custom params
AppsflyerPCModule()->LogEvent(event_name, event_parameters, event_custom_parameters);
```### 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.**Method signature**
```c++
void SetCustomerUserId(std::string cuid)
```**Arguments**:
- `std::string cuid`: Custom user id.
**Usage**:
```c++
AppsflyerSteamModule()->Init(DEV_KEY, STEAM_APP_ID);
AppsflyerSteamModule()->SetCustomerUserId("Test-18-9-23");
AppsflyerSteamModule()->Start();
```### To_utf8
This method receives a reference of a `std::wstring` and returns UTF-8 encoded `std::string`
**Method signature**
```c++
std::string to_utf8(std::wstring& wide_string);
```
**Usage**:
```c++
// 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\":\"" + AppsflyerPCModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerPCModule()->to_utf8(ws2) + "\"}";
```### OnCallbackSuccess, OnCallbackFailure
The above methods are placeholders for the desired actions upon success/failure.
It is possible to handle different types of events with the switch case of the context within each function (“FIRST_OPEN_REQUEST”, ”SESSION_REQUEST”, ”INAPP_EVENT_REQUEST”).**Method signature**
```c++
void OnCallbackSuccess(long responseCode, uint64 context)
void OnCallbackFailure(long responseCode, uint64 context)
```### GetAppsFlyerUID
Get AppsFlyer's unique device ID. The SDK generates an AppsFlyer unique device ID upon app installation. When the SDK is started, this ID is recorded as the ID of the first app install.
**Method signature**
```c++
std::string GetAppsFlyerUID()
```**Usage**:
```c++
AppsflyerSteamModule()->GetAppsFlyerUID();
```### IsInstallOlderThanDate
This method receives a date string and returns true if the game folder modification date is older than the date string. The date string format is: "2023-January-01 23:12:34"
**Method signature**
```c++
bool IsInstallOlderThanDate(std::string datestring)
```**Arguments**:
- `std::string datestring`: Date string in `yyyy-mm-ddThh:mm:ss+hh:mm` format.
**Usage**:
```c++
// the modification date in this example is "2023-January-23 08:30:00"// will return false
bool dateBefore = AppsflyerSteamModule()->IsInstallOlderThanDate("2023-January-01 23:12:34");// will return true
bool dateAfter = AppsflyerSteamModule()->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 = AppsflyerSteamModule()->IsInstallOlderThanDate("2023-January-10 23:12:34");
AppsflyerSteamModule()->Start(!isInstallOlderThanDate);
```## Running the sample app
1. Open the UE4 engine.
2. Choose **New Project** > **Games** > **First Person**.
3. Choose C++ (instead of Blueprints).
4. Name the project `AppsFlyerSample` and click **Create project**.
5. Follow the [instructions to implement AppsFlyer in your Steam game](#implementing-appsflyer-in-your-steam-game).
6. Launch the sample app from the UE4 engine editor.
7. After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.## **Implementing AppsFlyer in your Steam game**
### Setup
1. Make sure that Steam is in your UE4 third parties. [Learn more](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Online/Steam/)
2. Add the following definitions to `Config/DefaultEngine.ini`. For reference, see the `appsflyer-unreal-steam-sample-app/AppsflyerSteamIntegrationFiles/DefaultEngine.ini` file.```[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
``````[OnlineSubsystem]
DefaultPlatformService=Steam
``````[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480 //replace "480" with your steam app id.
``````[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
```3. In your Unreal editor, go to **Plugins**, activate **Online Subsystem Steam**, and restart the editor.
4. Open the project in your preferred C++ editor and in `[YOUR-APP-NAME].Build.cs` file, add `OpenSSL`, `OnlineSubsystem`, and `OnlineSubsystemSteam` to your dependencies and `HTTP` as a private dependency:```c#
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OpenSSL", "OnlineSubsystem", "OnlineSubsystemSteam" });
PrivateDependencyModuleNames.Add("HTTP");
```5. In your Unreal Project files, under the **Source** directory, create a new directory named **AppsflyerSteamModule**.
6. Copy the following files from `appsflyer-unreal-steam-sample-app/AppsflyerSteamIntegrationFiles/AppsflyerSteamModule` to the new folder:- AppsflyerModule.cpp
- AppsflyerSteamModule.cpp
- AppsflyerSteamModule.h
- DeviceID.h
- RequestData.h7. Generate project files to add OpenSSL. [Learn more](https://forums.unrealengine.com/t/how-to-use-included-openssl/670971/2).
8. In the `GameMode.h` file, add the `StartPlay() function`:```c++
UCLASS(minimalapi)
class AAppsFlyerSampleGameMode : public AGameModeBase
{
GENERATED_BODY()public:
AAppsFlyerSampleGameMode();
virtual void StartPlay() override;
};```
9. Open the `Source/AppsFlyerSample/AppsFlyerSampleGameMode.cpp` file and add the following include to your `GameMode.cpp` file:
```c++
#include "AppsflyerSteamModule/AppsflyerSteamModule.cpp"
```10. Add the following function, making sure to replace `DEV_KEY` and `STEAM_APP_ID` in the [`init`](#init) function with your [app details](#app-details):
```c++
void AAppsFlyerSampleGameMode::StartPlay()
{
Super::StartPlay();
if (SteamAPI_Init()) {
// init the AF module
AppsflyerSteamModule()->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
AppsflyerSteamModule()->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\":\"" + AppsflyerSteamModule()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerSteamModule()->to_utf8(ws2) + "\"}";
// af send inapp event with custom params
AppsflyerSteamModule()->LogEvent(event_name, event_parameters, event_custom_parameters);
}
}
```11. [Initialize](#init) and [start](#start) the AppsFlyer integration.
12. Report [in-app events](#logevent).## Adding SteamVR Support
Please use the following [guide](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/XRDevelopment/VR/VRPlatforms/SteamVR/QuickStart/) in order to integrate your steam game with MetaXR
## Deleting Steam cloud saves (resetting the attribution)
1. [Disable steam cloud](https://help.steampowered.com/en/faqs/view/68D2-35AB-09A9-7678#enabling).
2. [Delete the local files](https://help.steampowered.com/en/faqs/view/68D2-35AB-09A9-7678#where) and the `appsflyer_info` file: