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Game Ops

Remote Configs​

GameAnalytics offers the option to setup remote configs in your dashboard that can be changed on the whim without needing to release a new version of the game. The remote configs are a custom set of key-pair values.

Checking if the remote configs are ready​

The blueprint functions is called Is Remote Configs Ready, it will return true if the remote configs have been populated from the server.

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You can also check directly in C++ using the function below:

if(UGameAnalytics::isRemoteConfigsReady())
{
// the remote configs are ready, add your code here
}
info

Remember the remote configs can be populated with an empty dictionary if the device is offline and there are no cached remote configs from a previous session.

Retrieving values from Remote Configs​

To get values out of a populated Remote Config use the following methods:

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Or directly from C++:

// Without custom default value (using normal default value)
std::string value = UGameAnalytics::getRemoteConfigsValueAsString("key");
// With custom default value
std::string valueWithCustomDefaultValue = UGameAnalytics::getRemoteConfigsValueAsString("key", "myDefaultValue");

A/B Testing​

To get the value of A/B testing id or variant id use the following methods:

img img

Or directly from C++:

// A/B testing id
std::string abTestingId = UGameAnalytics::getABTestingId();
// A/B testing variant id
std::string abTestingVariantId = UGameAnalytics::getABTestingVariantId();
info

Remember the A/B testing ids are first available when the Remote Configs are ready.