Google Analytics User Guide
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Contents 1. License ...........................................................................................................................3 2. Introduction ...................................................................................................................4 3. Getting started ..............................................................................................................5 4. Recording events in Blueprints ....................................................................................6 5. Supported Analytics Provider Nodes ..........................................................................8 6. Recording events in C++ ..............................................................................................9 1. License Copyright © 2016 gameDNA studio. All rights reserved. gameDNA studio grants you a non-exclusive, non-transferable, non-sublicensable license for a single User to use, reproduce, display, perform, and modify the Google Analytics Plugin for Unreal Engine 4 ® for any lawful purpose (the "License"). The License becomes effective on the date you buy Google Analytics Plugin for Unreal Engine 4 ®. The License does not grant you any title or ownership in the Licensed Technology. You may Distribute the Google Analytics Plugin for Unreal Engine 4 ® incorporated in object code format only as an inseparable part of a Product to end users. The Product may not contain any Plugin Content in uncooked source format. Unreal ® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal ® Engine, Copyright 1998 – 2016, Epic Games, Inc. All rights reserved. Google Analytics is a trademark of Google, Inc. 2. Introduction Google Analytics Provider plugin for Unreal Engine 4 ® lets you integrate out-of-thebox Google Analytics into your Unreal Engine project for all platforms. It fully implements Unreal Analytics Provider system so you can use all available features exposed by this (including Analytics Blueprint Library). Required Unreal Engine 4.10 or above because of Android Plugin support! Current plugin version: 1.6.0 Support: support@gamednastudio.com FEATURES: Two special nodes only for Google Analytics Provider plugin: Record Google Event and Record Google Screen Implements Unreal Analytics Provider system All features are exposed to Blueprints No additional libraries are needed! Real-time sessions tracking (you can see who is currently playing your game!) Tracking events and screens Registering In-App Purchases Registering user progression Sending info about age, gender, location and interests Automatic errors, exceptions and crash reporting Automatic system info tracking (e. g. device, operating system, app version) Automatic caching events when user is offline and send them to Google Analytics when user is online And more features provided by Google Analytics WHAT YOU GET: Full source code Compatible with all UE4 platforms (all-in-one) Easy plugin setup All future updates Support via e-mail (support@gamednastudio.com) 3. Getting started 1. Unpack plugin archive to Plugins folder in your Unreal project folder and start editor. 2. Enable Google Analytics Provider in Edit -> Plugins -> Analytics -> Project -> Google Analytics Provider. 3. If you want to use Blueprint nodes for Google Analytics Provider, go to Edit -> Plugins -> Built-In -> Analytics and enable Analytics Blueprint Library. 4. Open Config/DefaultEngine.ini file and add following lines: [Analytics] ProviderModuleName=GoogleAnalytics TrackingIdAndroid=TrackingIdIOS= TrackingIdUniversal= [AnalyticsDevelopment] ProviderModuleName=GoogleAnalytics TrackingIdAndroid= TrackingIdIOS= TrackingIdUniversal= [AnalyticsTest] ProviderModuleName=GoogleAnalytics TrackingIdAndroid= TrackingIdIOS= TrackingIdUniversal= TIP: Google Analytics account for platforms other than iOS & Android should be set as website. 5. That’s all! Google Analytics Provider works now! 4. Recording events in Blueprints Before recording any events you have to call the Start Session function. You should do it before any other Google Analytics function. This plugin implements two special nodes only for Google Analytics. a) Record Google Event - events are a useful way to collect data about a user’s interaction with interactive components of your game, like button presses or the use of a particular item in a game. b) Record Google Screen - screens in Google Analytics represent content users are viewing within your game. The equivalent concept in web analytics is a pageview. Measuring screen views allows you to see which content is being viewed most by your users, and how they are navigating between different pieces of content. A screen view consists of a single string field that will be used as the screen name in your Google Analytics reports. Google Analytics Provider plugin fully implements Unreal Analytics Provider system so you can use all available features exposed by this (including Analytics Blueprint Library). You can learn more about Unreal Analytics Provider here: https://docs.unrealengine.com/latest/INT/Gameplay/Analytics/index.html and about Analytics Blueprint Library here: https://docs.unrealengine.com/latest/INT/Gameplay/Analytics/Blueprints/index.html LIMITATIONS: Google Analytics supports only following attributes for events: Event Category (String) Event Action (String) – known as Event Name in Unreal Analytics Provider system Event Label (String) Event Value (Integer) So if you are using standard Unreal Analytics Provider functions, you can make something like this and that’s exactly what special Record Google Event node is. 5. Supported Analytics Provider Nodes 6. Recording events in C++ You can use Unreal Analytics Provider for C++ or simply call special functions for Google Analytics Provider plugin. Add the following to your *.Build.cs file private dependency module name: PrivateDependencyModuleNames.AddRange(new string[] { "GoogleAnalytics" }); Import these headers anywhere in source code project: #include "GoogleAnalyticsBlueprintLibrary.h" #include "Runtime/Analytics/Analytics/Public/Analytics.h" #include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h" a) Start session: FAnalytics::Get().GetDefaultConfiguredProvider()->StartSession(); b) Record Google Event: UGoogleAnalyticsBlueprintLibrary::RecordGoogleEvent(TEXT("Event Category"), TEXT("Event Action"), TEXT("Event Label"), ); c) Record Google Screen: UGoogleAnalyticsBlueprintLibrary::RecordGoogleScreen(TEXT("Screen Name"));
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