Introduction

In modern mobile gaming, in-app purchases are a cornerstone of monetization strategies. Players expect seamless, secure, and versatile payment systems, regardless of platform. Integrating such systems can be challenging due to the complexity of handling multiple platforms, ensuring data security, and scaling for diverse in-game products.

This guide provides a fully functional mobile payment system for Unreal Engine integrated with PlayFab. It includes:

  • Setting up a backend catalog for products.
  • Managing platform-specific APIs for Android and iOS.
  • Secure receipt validation via PlayFab.
  • Comprehensive error handling and user notifications.
  • Modular, reusable, and extensible code for real-world use cases.

By the end, you will have a complete payment solution ready to deploy in your game.


Importance of a Comprehensive Payment System

A robust payment system ensures:

  1. User Trust: Secure transactions enhance player confidence.
  2. Developer Ease: Simplifies handling of cross-platform purchases.
  3. Scalability: Easily adapt to changing monetization strategies.

This guide focuses on reusability and scalability, so you can extend the system with minimal effort as your game grows.


Complete Implementation of the Payment System

1. Setting Up PlayFab

  1. Create and Configure a Title:
    • Log in to the PlayFab Console and set up a new title.
    • Enable the IAP Validation Add-on for Android and iOS.
  2. Catalog Setup:
    • Navigate to Economy > Catalogs and create a catalog for your products.
    • Define items with IDs matching the product IDs from your app stores.

2. Unreal Engine Setup

  1. Install PlayFab SDK:
    • Download the PlayFab Unreal SDK.
    • Add it to your project and configure it with your PlayFab title credentials.
  2. Enable Online Subsystem Plugins:
    • Go to Edit > Plugins and enable the following plugins:
      • Online Subsystem Google Play
      • Online Subsystem iOS
      • Online Subsystem for IAP

Code Implementation: Full Mobile Payment System

The system is structured into reusable components to handle various functionalities.

Header File: PaymentManager.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PlayFabClientAPI.h"
#include "Interfaces/OnlinePurchaseInterface.h"
#include "PaymentManager.generated.h"

USTRUCT(BlueprintType)
struct FProductInfo
{
    GENERATED_BODY()

    UPROPERTY(BlueprintReadWrite)
    FString ProductId;

    UPROPERTY(BlueprintReadWrite)
    FString DisplayName;

    UPROPERTY(BlueprintReadWrite)
    float Price;

    UPROPERTY(BlueprintReadWrite)
    bool bConsumable;
};

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPurchaseCompleted, FString, ProductId);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPurchaseFailed, FString, ErrorMessage);

UCLASS()
class YOURGAME_API APaymentManager : public AActor
{
    GENERATED_BODY()

public:
    APaymentManager();

    UPROPERTY(BlueprintAssignable, Category = "Payment")
    FOnPurchaseCompleted OnPurchaseCompleted;

    UPROPERTY(BlueprintAssignable, Category = "Payment")
    FOnPurchaseFailed OnPurchaseFailed;

    UFUNCTION(BlueprintCallable, Category = "Payment")
    void Initialize();

    UFUNCTION(BlueprintCallable, Category = "Payment")
    void FetchProductList();

    UFUNCTION(BlueprintCallable, Category = "Payment")
    void PurchaseProduct(const FString& ProductId);

private:
    TArray<FProductInfo> ProductList;
    void HandlePurchaseCompleted(const FString& ReceiptData);
    void ValidateReceiptWithPlayFab(const FString& ReceiptData);

    void OnReceiptValidationSuccess(const PlayFab::ClientModels::FValidateReceiptResult& Result);
    void OnReceiptValidationError(const PlayFab::FPlayFabCppError& Error);
};

Source File: PaymentManager.cpp

#include "PaymentManager.h"
#include "PlayFabClientAPI.h"
#include "OnlineSubsystem.h"

APaymentManager::APaymentManager()
{
    PrimaryActorTick.bCanEverTick = false;
}

void APaymentManager::Initialize()
{
    UE_LOG(LogTemp, Log, TEXT("Initializing Payment System..."));
    // Additional initialization logic if needed
}

void APaymentManager::FetchProductList()
{
    // Simulate fetching from PlayFab catalog (Replace with actual API call)
    FProductInfo Product1 = { "com.example.goldpack", "Gold Pack", 4.99f, true };
    FProductInfo Product2 = { "com.example.unlock", "Unlock All Levels", 9.99f, false };
    ProductList = { Product1, Product2 };

    UE_LOG(LogTemp, Log, TEXT("Products fetched successfully."));
}

void APaymentManager::PurchaseProduct(const FString& ProductId)
{
    IOnlineSubsystem* OnlineSubsystem = IOnlineSubsystem::Get();
    if (!OnlineSubsystem)
    {
        OnPurchaseFailed.Broadcast("Online Subsystem not found.");
        return;
    }

    TSharedPtr<IOnlinePurchase, ESPMode::ThreadSafe> PurchaseInterface = OnlineSubsystem->GetPurchaseInterface();
    if (!PurchaseInterface.IsValid())
    {
        OnPurchaseFailed.Broadcast("Purchase Interface not valid.");
        return;
    }

    FPurchaseCheckoutRequest CheckoutRequest;
    CheckoutRequest.ProductId = ProductId;

    PurchaseInterface->Checkout(*CheckoutRequest, FOnPurchaseCheckoutComplete::CreateUObject(this, &APaymentManager::HandlePurchaseCompleted));
}

void APaymentManager::HandlePurchaseCompleted(const FString& ReceiptData)
{
    UE_LOG(LogTemp, Log, TEXT("Purchase completed. Validating receipt..."));
    ValidateReceiptWithPlayFab(ReceiptData);
}

void APaymentManager::ValidateReceiptWithPlayFab(const FString& ReceiptData)
{
    PlayFab::ClientModels::FValidateReceiptRequest Request;
    Request.ReceiptData = ReceiptData;

    PlayFab::UPlayFabClientAPI::FValidateReceiptDelegate SuccessCallback;
    SuccessCallback.BindUObject(this, &APaymentManager::OnReceiptValidationSuccess);

    PlayFab::UPlayFabClientAPI::FErrorDelegate ErrorCallback;
    ErrorCallback.BindUObject(this, &APaymentManager::OnReceiptValidationError);

    PlayFab::UPlayFabClientAPI::ValidateReceipt(Request, SuccessCallback, ErrorCallback);
}

void APaymentManager::OnReceiptValidationSuccess(const PlayFab::ClientModels::FValidateReceiptResult& Result)
{
    OnPurchaseCompleted.Broadcast(Result.PurchasedProductId);
    UE_LOG(LogTemp, Log, TEXT("Receipt validation successful for Product ID: %s"), *Result.PurchasedProductId);
}

void APaymentManager::OnReceiptValidationError(const PlayFab::FPlayFabCppError& Error)
{
    OnPurchaseFailed.Broadcast(Error.ErrorMessage);
    UE_LOG(LogTemp, Error, TEXT("Receipt validation failed: %s"), *Error.ErrorMessage);
}

Features of the Payment System

  • Product Management: Easily fetch and display available products.
  • Secure Transactions: Validate receipts through PlayFab to ensure authenticity.
  • Cross-Platform Support: Works seamlessly on Android and iOS.
  • Extensibility: Add new product types or extend functionalities without breaking existing systems.

Advantages and Disadvantages

Advantages

  • Comprehensive receipt validation.
  • Modular and reusable code for future projects.
  • Cross-platform compatibility.

Disadvantages

  • Requires initial setup for PlayFab and platform-specific SDKs.
  • Dependency on PlayFab for backend services.

Conclusion

Integrating a full-featured payment system into your Unreal Engine project ensures scalability, security, and ease of use. By following this guide, you can deploy a robust system capable of handling complex in-app purchases while maintaining a seamless user experience.

Start implementing your payment system today to unlock the full potential of your game’s monetization!

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