InAppPurchase.kt import Ĭlass InAppPurchase(context: Context) : PurchasesUpdatedListener else if (billingResult.responseCode = BillingClient.BillingResponseCode. You should use Official documents for InApp Purchasing Example V4īadle implementation ':billing:4.0.0' You are using this library for InApp purchasing but this library says we have updated to V3 but Google play store warn about this library that library is not updated to V3 or V4 implementation '.v3:library:1.1.0' Implementation ':play-services-location:17.0.0' Implementation ':play-services-gcm:17.0.0' Implementation ':firebase-analytics:17.3.0' Implementation ':audience-network-sdk:5.6.1' Implementation ':play-services-ads:19.0.1' Implementation 'nstraintlayout:constraintlayout:1.1.3'ĪnnotationProcessor 'com.jakewharton:butterknife-compiler:10.2.1' Implementation 'com.jakewharton:butterknife:10.1.0' Implementation 'androidx.recyclerview:recyclerview:1.1.0' Implementation 'androidx.cardview:cardview:1.0.0' Implementation 'androidx.appcompat:appcompat:1.1.0' Implementation '-sdk-android:openvpn:3.1.1' Please upgrade to Billing Library version 3 or newer to publish this app.īelow are the dependencies on my android studio app, which of them is the billing library to change? implementation fileTree(dir: 'libs', include: ) It wouldnt open ever since so I just abandoned my month of work and decided to restart. I first encountered this problem when just messing around (I dont even remember what I was doing) and my level crashed. Any of my other levels work perfectly.While upload my app in Google playstore I get this error We've detected this app uses an unsupported version of Play billing. Im relatively new to UE4 so I have no idea how to solve this problem. The next time I tried to open the level I was in, it crashed when level loading got to 100% and hasn't been able to open since. I know it can't be one of my assets or my blueprints since the second time this happened was after enabling ray tracing then restarting UE4 (on a marketplace example map that I did not add any custom assets to). I don't really know what this means or how I can fix it. It is only valid to set BatchElement.NumPrimitives = 0 when a IndirectArgsBuffer is used LogWindows: Error: Error reentered: Assertion failed: BatchElement.IndirectArgsBuffer Increase Niagara.GPUDrawIndirectArgsBufferSlack LogNiagara: Error: Ran out of space in the GPU Draw Indirect Args buffer. LogFileHelpers: Loading map 'RuralAustralia_Example_02' took 0.543 Here is my error log (the point where it breaks anyway): I don't want this to keep happening so can anyone help me? It wouldn't open ever since so I just abandoned my month of work and decided to restart.īut now, it has happened again (same error) on a different level. I first encountered this problem when just messing around (I don't even remember what I was doing) and my level crashed. I'm relatively new to UE4 so I have no idea how to solve this problem. Suggested naming conventions, collaboration tips, common pipeline struggles and solutions. Including BP tools and options but focuses a lot on C++ and "under the hood" details. PDF with overview of the fundamental networking structure in Unreal Engine.Ĭoncise & in depth. Short form videos explaining individual Blueprint nodes.Ĭedric "eXi" Neukirchen's Network compendium Unreal Engine Console Variables and Commandsīlueprintue - Paste your Blueprint Tutorials Unreal Engine Source Code (via GitHub must link accounts and be logged in).A big thank you and be courteous to people who try to help you.What you've tried so far including screenshots of your work, Google searches, documentation pages etc. ![]() More detail about the problem, what you're trying to do and why.Clearly state or summarize your problem in the title of your post. ![]()
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