Releases: bablu147/reflect-sdk-unreal
Releases · bablu147/reflect-sdk-unreal
Release list
1.0.0 — Reflect SDK for Unreal Engine
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 Simulator —
Core.Build.csmakes 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.shverifies the iOS path without the engine.
MIT licensed.