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Bug: 'Restore In-App Purchases' Blueprint node doesn't fire delegates if cancel is pressed for iTunes login on iOS

Hey guys,

This is very similar to the question I posted HERE.

In this case however, the delegates don't fire if cancel is pressed when the user is prompted for their iTunes password rather than a lack of connectivity.

The same solution as the other question doesn't work however. (At least on iOS 8.1.1)

I have added the following block of code to the request:didFailWithError: delegate function implemented in the other question to catch any other errors however:

     else if ([Request isKindOfClass : [SKReceiptRefreshRequest class]])
     {
         // Direct the response back to the store interface
         [FIOSAsyncTask CreateTaskWithBlock : ^ bool(void)
         {
             IOnlineSubsystem* OnlineSub = IOnlineSubsystem::Get(FName(TEXT("IOS")));
             FOnlineStoreInterfaceIOS* StoreInterface = (FOnlineStoreInterfaceIOS*)OnlineSub->GetStoreInterface().Get();
 
             StoreInterface->TriggerOnInAppPurchaseRestoreCompleteDelegates( EInAppPurchaseState::Failed );
             return true;
         }];
     }

Let me know if you need any further info.

Cheers.

EDIT: So this solution does actually work. I'm not sure what I was doing incorrectly beforehand..... Oh well.

Product Version: UE 4.10
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asked Jan 08 '16 at 07:25 AM in Bug Reports

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avatar image Sean L ♦♦ STAFF Jan 13 '16 at 08:49 PM

Hello,

According to your edit, it looks like you solved your issue, is that correct? If so, has this also resolved the issue on your other post that you provided a link to?

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1 answer: sort voted first

The solution was what i posted in that other post, (i.e. implementing the request:didFailWithError: delegate function) and then adding the code I specified in the above question.

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answered Jan 13 '16 at 10:37 PM

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avatar image Sean L ♦♦ STAFF Jan 14 '16 at 01:03 PM

I am marking this post as resolved, as you were able to discover a fix by implementing the code above in combination with the solution provided in this post: https://answers.unrealengine.com/questions/357026/bug-read-in-app-purchase-information-blueprint-nod.html

Have a great day

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