IAnalyticsProvider

Generic interface for an analytics provider.

Windows
MacOS
Linux

Inheritance Hierarchy

IAnalyticsProvider

IAnalyticsProviderET

References

Module

Analytics

Header

/Engine/Source/Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h

Include

#include "Interfaces/IAnalyticsProvider.h"

Syntax

class IAnalyticsProvider

Remarks

Generic interface for an analytics provider. Other modules can define more and register them with this module.

Destructors

Name Description

Public function Virtual

~IAnalyticsProvider()

Functions

Name Description

Public function

void

 

EndSession()

Ends the session.

Public function

void

 

FlushEvents()

Flush any cached events to the analytics provider.

Public function Const

FString

 

GetSessionID()

Gets the opaque session identifier string for the provider.

Public function Const

FString

 

GetUserID()

Gset the current UserID.

Public function Virtual

void

 

RecordCurrencyGiven

(
    const FString& GameCurrencyType,
    int GameCurrencyAmount,
    const TArray< FAnalyticsEventAttrib...
)

Record a gift of in-game currency from the game itself.

Public function Virtual

void

 

RecordCurrencyGiven

(
    const FString& GameCurrencyType,
    int GameCurrencyAmount
)

Record a gift of in-game currency from the game itself.

Public function Virtual

void

 

RecordCurrencyPurchase

(
    const FString& GameCurrencyType,
    int GameCurrencyAmount,
    const TArray< FAnalyticsEventAttrib...
)

Record a purchase of in-game currency using real-world money.

Public function Virtual

void

 

RecordCurrencyPurchase

(
    const FString& GameCurrencyType,
    int GameCurrencyAmount
)

Record an in-game purchase of a an item.

Public function Virtual

void

 

RecordCurrencyPurchase

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

Record a purchase of in-game currency using real-world money.

Public function Virtual

void

 

RecordError

(
    const FString& Error,
    const TArray< FAnalyticsEventAttrib...
)

Records an error that has happened in the game

Public function Virtual

void

 

RecordError

(
    const FString& Error
)

Records an error that has happened in the game

Public function

void

 

RecordEvent

(
    const FString& EventName,
    const FAnalyticsEventAttribute& At...
)

Overload for RecordEvent that takes a single attribute

Public function

void

 

RecordEvent

(
    const FString& EventName,
    const FString& ParamName,
    const FString& ParamValue
)

Overload for RecordEvent that takes a single name/value pair

Public function

void

 

RecordEvent

(
    const FString& EventName,
    const TArray< FAnalyticsEventAttrib...
)

Records a named event with an array of attributes

Public function

void

 

RecordEvent

(
    const FString& EventName
)

Overload for RecordEvent that takes no parameters

Public function

void

 

RecordItemPurchase

(
    const FString& ItemId,
    int ItemQuantity
)

Record an in-game purchase of a an item.

Public function Virtual

void

 

RecordItemPurchase

(
    const FString& ItemId,
    int ItemQuantity,
    const TArray< FAnalyticsEventAttrib...
)

Record an in-game purchase of a an item.

Public function Virtual

void

 

RecordItemPurchase

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

Record an in-game purchase of a an item.

Public function Virtual

void

 

RecordProgress

(
    const FString& ProgressType,
    const FString& ProgressHierarchy
)

Record a player progression event that has happened in the game

Public function Virtual

void

 

RecordProgress

(
    const FString& ProgressType,
    const FString& ProgressHierarchy,
    const TArray< FAnalyticsEventAttrib...
)

Record a player progression event that has happened in the game

Public function Virtual

void

 

RecordProgress

(
    const FString& ProgressType,
    const TArray< FString >& ProgressH...,
    const TArray< FAnalyticsEventAttrib...
)

Record a player progression event that has happened in the game

Public function Virtual

void

 

SetAge

(
    const int32 InAge
)

Sets the location the game believes the user is playing in as part of the session

Public function Virtual

void

 

SetBuildInfo

(
    const FString& InBuildInfo
)

Sets a user defined string as the build information/version for the session

Public function Virtual

void

 

SetGender

(
    const FString& InGender
)

Sets the gender the game believes the user is as part of the session

Public function Virtual

void

 

SetLocation

(
    const FString& InLocation
)

Sets the location the game believes the user is playing in as part of the session

Public function

bool

 

SetSessionID

(
    const FString& InSessionID
)

Sets the session ID of the analytics session.

Public function

void

 

SetUserID

(
    const FString& InUserID
)

Set the UserID for use with analytics.

Public function

bool

 

StartSession()

Overload for StartSession that takes no attributes

Public function

bool

 

StartSession

(
    const TArray< FAnalyticsEventAttrib...
)

Starts a session.

Public function

bool

 

StartSession

(
    const FAnalyticsEventAttribute& At...
)

Overload for StartSession that takes a single attribute

Public function

bool

 

StartSession

(
    const FString& ParamName,
    const FString& ParamValue
)

Overload for StartSession that takes a single name/value pair

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss