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Releases: ishtms/OpenMobile

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v0.1.1

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@ishtms ishtms released this 23 Sep 11:29

OpenMobile 0.1.1 fixes lifetime, redirect, and input-validation bugs and reduces work on the game thread. All 16 plugins are available as separate source downloads for Unreal Engine 5.8.

Changes

  • Device storage queries are protected during backend shutdown, and repeated async activation no longer starts duplicate work.
  • Endpoint checks enforce the redirect policy before following a redirect. Redirects must remain HTTPS, exclude embedded credentials, and stay within hop, response-size, and timeout limits. The iOS transport uses the same policy.
  • Sensor recordings and persisted ad placements reject oversized or malformed names before constructing Unreal identifiers.
  • Photo decoding and pixel conversion run on a background worker before the texture is created on the game thread.
  • Sensor events use bounded ring buffers and reuse delivery storage, avoiding array shifting when queues overflow.
  • Ad frequency-cap snapshots are coalesced through a background writer, with accepted writes drained before the store is destroyed.
  • Validation checks use the shipped sample projects, retain code checks when optional guides are absent, and handle unavailable iOS engine resources explicitly.

Validation

  • Unreal Engine 5.8 Windows editor build succeeded for the affected plugins and their dependencies.
  • All 514 OpenMobile native automation tests passed, including live HTTPS redirect checks and shutdown, recording, queue, and persistence regressions.
  • The Python suite ran 447 tests successfully, with 41 explicit skips for unavailable documentation or JDK-dependent coverage.
  • Architecture checks and all 3 website tests passed.
  • Android and iOS device builds were not run for this release. Compile the plugins with your project and validate on the devices you support.

Installing and verifying the downloads

Download OpenMobileCore first, then the features and dependencies you need. Extract the ZIPs into your project's Plugins folder, merge the shared OpenMobile folder, and keep the supplied layout. These are source packages and require a UE 5.8 C++ toolchain; they do not contain precompiled plugin binaries.

See the README for the dependency list and installation steps.

Every packaged source file was verified against the v0.1.1 tag. Each ZIP includes the project's MIT license, and SHA256SUMS.txt provides the download checksums. Bundled third-party SDKs retain their own licenses.

v0.1.0

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@ishtms ishtms released this 05 Sep 03:39

This is the first public release of OpenMobile. All 16 plugins are available as separate source downloads for Unreal Engine 5.8.

The collection includes AdMob ads, haptics, sensors, device information, permissions, and photo picking for Android and iOS. The gameplay plugins have Blueprint nodes and C++ APIs. Core and Permissions provide shared C++ services.

Installing the plugins

You'll need Unreal Engine 5.8 and a C++ toolchain to compile these, even if your gameplay is written in Blueprints.

Download OpenMobileCore first, then the features you want.

  • Sensors needs OpenMobilePermissions too.
  • For AdMob, download OpenMobileAds and OpenMobileAdsAdMob.
  • Every mediation adapter needs Core, Ads, and AdMob.
  • Each haptics integration needs Haptics and Core. The Gameplay Abilities integration also uses Unreal's built-in Gameplay Abilities plugin.

Extract the ZIPs into your project's Plugins folder. Merge their shared OpenMobile folder and keep the folder layout as supplied.

The README has the download links, build requirements, and installation steps.

Download contents

The ZIPs contain the plugin source, resources, and bundled iOS SDKs where needed. The source matches the v0.1.0 tag. Each ZIP includes the MIT license, and SHA256SUMS.txt lists the checksums for the downloads.

These packages still need to be built with your project and checked on the phones you support.

License

OpenMobile code uses the MIT license, copyright 2026 Ishtmeet Singh. You can also download the license separately. Bundled third-party SDKs keep their own licenses.