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.
You can also check directly in C++ using the function below:
if(UGameAnalytics::isRemoteConfigsReady())
{
// the remote configs are ready, add your code here
}
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:
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:
Or directly from C++:
// A/B testing id
std::string abTestingId = UGameAnalytics::getABTestingId();
// A/B testing variant id
std::string abTestingVariantId = UGameAnalytics::getABTestingVariantId();
Remember the A/B testing ids are first available when the Remote Configs are ready.