UAnalyticsBlueprintLibrary

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Inheritance Hierarchy

References

Module

AnalyticsBlueprintLibrary

Header

/Engine/Plugins/Runtime/Analytics/AnalyticsBlueprintLibrary/Source/AnalyticsBlueprintLibrary/Classes/AnalyticsBlueprintLibrary.h

Include

#include "AnalyticsBlueprintLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="AnalyticsLibrary"))
class UAnalyticsBlueprintLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UAnalyticsBlueprintLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

void

 

EndSession()

Ends an analytics session

Public function Static UFunction BlueprintCallable, Category

void

 

FlushEvents()

Requests that any cached events be sent immediately

Public function Static UFunction BlueprintCallable, Category

FString

 

GetSessionId()

Gets the current session id from the analytics provider

Public function Static UFunction BlueprintCallable, Category

FString

 

GetUserId()

Gets the current user id from the analytics provider

Public function Static UFunction BlueprintPure, Category

FAnalyticsEv...

 

MakeEventAttribute

(
    const FString& AttributeName,
    const FString& AttributeValue
)

Builds a struct from the attribute name and value

Public function Static UFunction BlueprintCallable, Category

void

 

RecordCurrencyGiven

(
    const FString& GameCurrencyType,
    int32 GameCurrencyAmount
)

Records an in-game currency was granted by the game with no real-world money being involved

Public function Static UFunction BlueprintCallable, Category

void

 

RecordCurrencyGivenWithAttributes

(
    const FString& GameCurrencyType,
    int32 GameCurrencyAmount,
    const TArray< FAnalyticsEventAttr >...
)

Records an in-game currency was granted by the game with no real-world money being involved

Public function Static UFunction BlueprintCallable, Category

void

 

RecordCurrencyPurchase

(
    const FString& GameCurrencyType,
    int32 GameCurrencyAmount,
    const FString& RealCurrencyType,
    float RealMoneyCost,
    const FString& PaymentProvider
)

Records an in-game currency was purchased using real-world money

Public function Static UFunction BlueprintCallable, Category

void

 

RecordError

(
    const FString& Error
)

Records an error event has happened

Public function Static UFunction BlueprintCallable, Category

void

 

RecordErrorWithAttributes

(
    const FString& Error,
    const TArray< FAnalyticsEventAttr >...
)

Records an error event has happened with attributes

Public function Static UFunction BlueprintCallable, Category

void

 

RecordEvent

(
    const FString& EventName
)

Records an event has happened by name without any attributes (an event counter)

Public function Static UFunction BlueprintCallable, Category

void

 

RecordEventWithAttribute

(
    const FString& EventName,
    const FString& AttributeName,
    const FString& AttributeValue
)

Records an event has happened by name with a single attribute

Public function Static UFunction BlueprintCallable, Category

void

 

RecordEventWithAttributes

(
    const FString& EventName,
    const TArray< FAnalyticsEventAttr >...
)

Records an event has happened by name with a single attribute

Public function Static UFunction BlueprintCallable, Category

void

 

RecordItemPurchase

(
    const FString& ItemId,
    const FString& Currency,
    int32 PerItemCost,
    int32 ItemQuantity
)

Records an in-game item was purchased using the specified in-game currency

Public function Static UFunction BlueprintCallable, Category

void

 

RecordProgress

(
    const FString& ProgressType,
    const FString& ProgressName
)

Records a user progress event has happened

Public function Static UFunction BlueprintCallable, Category

void

 

RecordProgressWithAttributes

(
    const FString& ProgressType,
    const FString& ProgressName,
    const TArray< FAnalyticsEventAttr >...
)

Records a user progress event has happened with attributes

Public function Static UFunction BlueprintCallable, Category

void

 

RecordProgressWithFullHierarchyAndAttributes

(
    const FString& ProgressType,
    const TArray< FString >& ProgressN...,
    const TArray< FAnalyticsEventAttr >...
)

Records a user progress event has happened with a full list of progress hierarchy names and with attributes

Public function Static UFunction BlueprintCallable, Category

void

 

RecordSimpleCurrencyPurchase

(
    const FString& GameCurrencyType,
    int32 GameCurrencyAmount
)

Records an in-game currency was purchased using real-world money

Public function Static UFunction BlueprintCallable, Category

void

 

RecordSimpleCurrencyPurchaseWithAttributes

(
    const FString& GameCurrencyType,
    int32 GameCurrencyAmount,
    const TArray< FAnalyticsEventAttr >...
)

Records an in-game currency was purchased using real-world money

Public function Static UFunction BlueprintCallable, Category

void

 

RecordSimpleItemPurchase

(
    const FString& ItemId,
    int32 ItemQuantity
)

Records an in-game item was purchased

Public function Static UFunction BlueprintCallable, Category

void

 

RecordSimpleItemPurchaseWithAttributes

(
    const FString& ItemId,
    int32 ItemQuantity,
    const TArray< FAnalyticsEventAttr >...
)

Records an in-game item was purchased with attributes

Public function Static UFunction BlueprintCallable, Category

void

 

SetAge

(
    int32 Age
)

Sets the user's age (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

void

 

SetBuildInfo

(
    const FString& BuildInfo
)

Sets the game's build info (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

void

 

SetGender

(
    const FString& Gender
)

Sets the user's gender (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

void

 

SetLocation

(
    const FString& Location
)

Sets the user's location (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

void

 

SetSessionId

(
    const FString& SessionId
)

Sets the session id (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

void

 

SetUserId

(
    const FString& UserId
)

Sets the user id (if supported) on the analytics provider

Public function Static UFunction BlueprintCallable, Category

bool

 

StartSession()

Starts an analytics session without any custom attributes specified

Public function Static UFunction BlueprintCallable, Category

bool

 

StartSessionWithAttributes

(
    const TArray< FAnalyticsEventAttr >...
)

Starts an analytics session with custom attributes specified

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