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OnlineSubstemGooglePlay Module Errors

I have been trying to get Google Play working for my game the past week or so but nothing seems to work. My game is showing the google play login screen, but can't login or show ads or show archievements.

I did a lot of research and double checked every entry in the developer console. Also amongst others I followed this guide: https://forums.unrealengine.com/showthread.php?89563-Integrate-Google-Play-Services-with-Blueprint&p=409314

Also I added entries in Build.cs and DefaultGameEngine.ini and added AndroidEngine.ini. Also rebuild project couple of times and various other things. The only error i can track it back to is this error I'm getting:

 LogModuleManager:Warning: No filename provided for module OnlineSubsystemGooglePlay
 
 LogModuleManager:Warning: ModuleManager: Unable to load module 'OnlineSubsystemGooglePlay' because the file 'K:/UE_4.16/Engine/Binaries/Win64/' was not found.

Thanks for all help in advance

Product Version: UE 4.16
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asked Jul 10 '17 at 11:49 PM in Packaging & Deployment

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m1n1
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1 answer: sort voted first

you must wrap the google subsystem inside of android

 if (Target.Platform == UnrealTargetPlatform.Android)
         {
             PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem" });
 
               DynamicallyLoadedModuleNames.Add("AndroidAdvertising");
         }
 

otherwise it will try to find it on windows

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answered Jul 11 '17 at 05:14 AM

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DonFrag
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avatar image m1n1 Jul 11 '17 at 11:57 AM

I already added the above to my Build.cs. One thing to notice is that my warning is already showing when just opening the editor. Maybe something in my Editor broke. But I dont know how to fix it.

my Build.cs looks like this:

 // Fill out your copyright notice in the Description page of Project Settings.
 
 using UnrealBuildTool;
 
 public class BouncyBall : ModuleRules
 {
     public BouncyBall(ReadOnlyTargetRules Target) : base(Target)
     {
         PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
     
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
 
         PrivateDependencyModuleNames.AddRange(new string[] {  });
 
         // Uncomment if you are using Slate UI
         // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
 
         // Uncomment if you are using online features
         // DynamicallyLoadedModuleNames.Add("OnlineSubsystemNull");
         PrivateDependencyModuleNames.Add("OnlineSubsystem");
         
 
         if (Target.Platform == UnrealTargetPlatform.Android)
         {
             PrivateDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "OnlineSubsystem" });
             DynamicallyLoadedModuleNames.Add("OnlineSubsystemGooglePlay");
             DynamicallyLoadedModuleNames.Add("AndroidAdvertising");
         }
 
         // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
     }
 
 }
 
avatar image silverfish1000 Oct 07 '18 at 04:13 AM

I'm having the same problem by uncommenting the modules. Gives me APK upload to Google play store an error. My ad mob adds show fine from desktop install. Did you figure out what is the fix?

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