Meta Quest 2 Unreal

Link to repository
GitHub

AppsFlyer Meta Quest 2 Unreal 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 game. Note: The sample code that follows is currently only supported in a Windows environment.

Prerequisites


AppsflyerQuest2Module - Interface

AppsflyerQuest2Module.h, included in the appsflyer-meta-quest2-unreal-sample-app/Quest2_Sample/AppsflyerQuest2Module 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

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

Usage:

AppsflyerQuest2Module()->Init(<< DEV_KEY >>, << QUEST_APP_ID >>);

Arguments:

  • DEV_KEY: Get from the marketer or AppsFlyer HQ.
  • QUEST_APP_ID: Your Quest Store app ID (For Quest 2, it's the number in the store URL - for example: https://www.oculus.com/experiences/quest/XXXXXXXXXXXXXXXX/).

Start

This method sends first open/session requests to AppsFlyer.

Method signature

void Start(bool skipFirst = false)

Usage:

// without the flag
AppsflyerQuest2Module()->Start();

// with the flag
bool skipFirst = [SOME_CONDITION];
AppsflyerQuest2Module()->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

void Stop()

Usage:

// Starting the SDK
AppsflyerQuest2Module()->Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
AppsflyerQuest2Module()->Stop();

LogEvent

This method receives an event name and JSON object and sends in-app events to AppsFlyer.

Method signature

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.
  • 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_price\":6.66,\"af_revenue\":24.12}";
// Send the InApp event request
AppsflyerQuest2Module()->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\":\"" + AppsflyerQuest2Module()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerQuest2Module()->to_utf8(ws2) + "\"}";
// Send inapp event with custom params
AppsflyerQuest2Module()->LogEvent(event_name, event_parameters, event_custom_parameters);

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

std::string GetAppsFlyerUID()

Usage:

AppsflyerQuest2Module()->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.

Method signature

void SetCustomerUserId(std::string cuid)

Usage:

AppsflyerQuest2Module()->Init(DEV_KEY, APP_ID);
AppsflyerQuest2Module()->SetCustomerUserId("Test-18-9-23");
AppsflyerQuest2Module()->Start();

To_utf8

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

Method signature

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\":\"" + AppsflyerQuest2Module()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerQuest2Module()->to_utf8(ws2) + "\"}";

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

bool IsInstallOlderThanDate(std::string datestring)

Usage:

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

// will return false
bool dateBefore = AppsflyerQuest2Module()->IsInstallOlderThanDate("2023-January-01 23:12:34");

// will return true
bool dateAfter = AppsflyerQuest2Module()->IsInstallOlderThanDate("2023-September-10 23:12:34");

// example usage with skipFirst:
bool isInstallOlderThanDate = AppsflyerLauncherModule()->IsInstallOlderThanDate("2023-April-10 23:12:34");
AppsflyerLauncherModule()->Start(isInstallOlderThanDate);

Running the sample app

  1. Open the UE4 engine.
  2. Choose New Project > Games > Virtual Reality.
  3. Name the project Quest2_Sample and click Create project.
  4. Follow the instructions to implement AppsFlyer in your game.
  5. Launch the sample app from the UE4 engine editor.
  6. After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.

Implementing AppsFlyer in your Unreal game

Setup

  1. Open the project in your preferred C++ editor and in the [YOUR-APP-NAME].Build.cs file, add OpenSSL to your dependencies and HTTP as a private dependency:
    (example can be found in /Quest2_Sample/Quest2_Sample.Build)
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "OpenSSL" });
PrivateDependencyModuleNames.Add("HTTP");
  1. In your Unreal Project files, under the Source/[YOUR-APP-NAME] directory, create a new directory named AppsflyerQuest2Module.

  2. Copy the following files from appsflyer-meta-quest2-unreal-sample-app/AppsflyerQuest2Module to the new folder:

    • AppsflyerQuest2Module.cpp
    • AppsflyerQuest2Module.cpp
    • AppsflyerQuest2Module.h
    • DeviceID.h
    • RequestData.h
  3. Generate project files in order to add OpenSSL. Learn more

  4. In the GameMode.h file, add the StartPlay() function:

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

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

  1. Create a C++ Actor Component, attach it to a object of your choice, and add the following lines:
    (Alternatively you may use the example component: Quest2_Sample/Private/AF_ActorComponent.cpp)
#include "../AppsflyerQuest2Module/AppsflyerQuest2Module.h"
  1. Add the following function, making sure to replace DEV_KEY and QUEST_APP_ID in the init function with your app details, and report in-app events
void UAF_ActorComponent::BeginPlay()
{
	Super::BeginPlay();
	// af module init
	AppsflyerQuest2Module()->Init(<< DEV_KEY >> , << PACKAGE_NAME >> );


	// af send firstopen/session
	AppsflyerQuest2Module()->Start();

	// set event name
	std::string event_name = "af_purchase";
	// set json string
	std::string event_parameters = "{\"af_currency\":\"USD\",\"af_price\":6.66,\"af_revenue\":24.12}";
	// af send inapp event
	AppsflyerQuest2Module()->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\":\"" + AppsflyerQuest2Module()->to_utf8(ws) + "\",\"goodsName2\":\"" + AppsflyerQuest2Module()->to_utf8(ws2) + "\"}";
	// af send inapp event with custom params
	AppsflyerQuest2Module()->LogEvent(event_name, event_parameters, event_custom_parameters);

	// stop the SDK
	AppsflyerQuest2Module()->Stop();
}

Resetting the attribtion

Delete the APK from your Oculus Device and then Re-deploy (a new AppsFlyerUID will be created).