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Releases: bablu147/reflect-sdk-unreal

1.0.0 — Reflect SDK for Unreal Engine

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@bablu147 bablu147 released this 06 Aug 07:51

First release. Unreal Engine 5.8+, Android and iOS.

Install

Copy ReflectSDK/ into your project's Plugins/, enable it in your .uproject, and add "ReflectSDK" to your game module's PublicDependencyModuleNames. No CocoaPods step, no Gradle edits — the plugin injects its own Android dependencies via UPL and compiles the iOS core from vendored source.

The one rule that matters

Bind FReflect::OnDeepLink() before calling Initialize. The core buffers exactly one deep-link callback while no listener is attached and scrubs clickId and every query parameter from that buffered copy — attaching late permanently loses first-install click attribution, with no error.

Verified

Android 5 events from a packaged build on a physical device reached production, HMAC-signed
iOS 5 events from an iOS 18.6 simulator reached production, HMAC-signed, attribution callback delivered
Compile Mac arm64+x86_64, Android arm64, iOS device arm64, iOS simulator arm64 — 0 errors, 0 warnings

Known limits

  • No desktop measurement. Mac/Windows/Linux/console load a null bridge that answers immediately and collects nothing. The backend has no app registration for a desktop build, so this is a server-side prerequisite, not an SDK gap.
  • UE 5.8.1 cannot link any game for the iOS SimulatorCore.Build.cs makes PLCrashReporter a hard iOS dependency and the launcher build ships no Simulator slice. That is an engine packaging gap unrelated to Reflect; Scripts/run-ios-e2e.sh verifies the iOS path without the engine.

MIT licensed.