- AppsFlyer Dev Key - Obtain the Dev Key from the AppsFlyer Dashboard in the App Settings section.
- Apple App ID - Obtain the app ID from the iTunes store (without the
- Is debug - Once this is enabled the AppsFlyer SDK can log all Installs and Sessions.
- Currency Code (only iOS) - Set the app currency.
- Disable SKAdNetwork (Only iOS) - Disable SKAdNetwork sessions.
- Automatically start the AppsFlyer SDK - When set to
true, the SDK sends the session automatically (before Blueprint events). When set to
false, it's the developer's responsibility to call the start API from the Blueprint.
- Starts the SDK by sending the session to the server.
- By default, the
startmethod is called automatically once the app is being launched.
- If needed, this setting can be disabled in the Plugin settings, and the developer can call the
startmethod under the blueprint. When doing so, the SDK will send a session on every background-foreground transition.
logEvent method allows you to send in-app events to AppsFlyer.
For more on in-app events check out the AppsFlyer Knowledge base here.
To receive unique AppsFlyer ID per app installation you can use this blueprint:
Setting your own Custom ID enables you to cross-reference your own unique ID with AppsFlyer’s user ID and the other devices’ IDs. This ID is available in AppsFlyer CSV reports along with postback APIs for cross-referencing with your internal IDs.
IMPORTANT: To set the user ID in the first SDK session, please perform the following:
Automatically start the AppsFlyer SDKflag under the plugin setting to false.
Set Custom User IDAPI before the call to the
StartAPI under the Blueprint:
AppsFlyer uses silent push notifications, once a day, to verify if an app is still installed on a given device. If there is no response, an uninstall is recorded, and attributed to the media source that originally brought the user.
First, make sure to read the relevant information about the uninstall feature in the AppsFlyer dashboard
To support remote notifications in iOS follow the official unreal docs.
Don't forget to download, compile, and run the Unreal Engine from the source.
After Unreal Engine is running, open the Unreal IDE, go to settings > platforms -> iOS, and check Enable Remote Notification Support.
Under the setting -> Maps & Mods -> Game instance -> change the instance class to
Configure the nodes under the relevant blueprint:
- Register for remote notification Will show a pop-up to the user from the OS, asking permission for remote notification
- The application registered for remote notifications delegate call AppsFlyer uninstall API from iOS lifecycle
- AppsFlyerSDK remote notification token call AppsFlyer API for sending the token.
When debugging, enable AppsFlyer debug logs and check for the Register endpoint
Complete the steps in the following article
Configure Firebase cloud messaging
Follow the app integration steps in this article.
appsFlyer.FirebaseMessagingServiceListenerservice, embedded in the SDK. This service extends the
FirebaseFirebaseMessagingServiceclass, used for receiving the FCM Device Token:
<application <!-- ... --> <service android:name="com.appsflyer.FirebaseMessagingServiceListener"> <intent-filter> <action android:name="com.google.firebase.MESSAGING_EVENT"/> </intent-filter> </service> <!-- ... --> </application>
The same nodes as in iOS could be used for Android under the relevant blueprint. No API call is needed.
Add custom key-value pairs to the payload of any in-app event, installs included. The values will appear in raw-data reports.
IMPORTANT To include the additional data in the first SDK session, peform the following:
Set the Automatically start the AppsFlyer SDK under the plugin setting to false.
setAdditionalDataAPI before the call to the
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