GooglePro
Google Play in Blueprint - Play Games Services v2 sign-in, achievements, leaderboards and cloud saves, Play Billing purchases and subscriptions, Google Sign-In, and Play…
Highlights
All 10 features →GooglePro exposes the Google Play platform to Blueprint - four products, 55 nodes and 4 events, no C++ required. Android is implemented natively over JNI: no wrapper project, no web bridge and no REST shims in between.
Play Games Services v2 gives you the automatic sign-in prompt, explicit sign-in, the player profile, achievements (unlock, increment, reveal and the achievements UI), leaderboards (submit and read scores, the leaderboards UI) and cloud-saved games with open/read/write snapshots. Google Play Billing covers the full purchase lifecycle for one-time products and subscriptions: connect, query product details, launch the purchase flow, then acknowledge or consume - with purchases arriving on a subsystem event, including out-of-band ones like promo redemptions. Google Sign-In supports silent and interactive account sign-in and returns the ID token and server auth code your backend needs. Play Core adds the in-app review dialog and immediate or flexible in-app updates with live download progress.
Every result crosses as JSON plus typed Parse nodes (products, purchases, achievements, scores, snapshots, player, account, update info), and every round trip is a latent node that resolves on an explicit success or failure pin, so graphs never hang. Late events - purchase updates, billing disconnects, flexible-update progress, Play Games auth changes - arrive on a Game Instance Subsystem.
Each product is a switch in Project Settings -> Plugins -> GooglePro, and a switch gates both the Gradle dependency and the Java class that uses it: a disabled product is a smaller APK, not dead code. On Windows, in PIE and on iOS every call is a safe no-op that completes on its failure pin with an explanatory message, so Blueprints stay editable and testable with no device attached.
A code-only demo panel ships with the plugin: set GoogleProDemoGameMode on an empty map and every feature is one tap away, with every result - including late events - printed to an on-screen status card, no adb logcat needed.
Key Features:
- Play Games Services v2: sign-in, player profile, achievements, leaderboards, cloud-saved games and server auth code
- Play Billing: one-time products and subscriptions - query, purchase, acknowledge, consume, restore
- Google Sign-In: silent and interactive, with ID token and server auth code for your backend
- Play Core: in-app review dialog, immediate and flexible in-app updates with download progress
- 55 Blueprint nodes + 4 subsystem events; JSON results with typed Parse nodes
- Latent nodes resolve on explicit success/failure pins, so graphs never hang
- Native Android over JNI - no wrapper project, no web bridge, no REST shims
- Per-product switches gate both the Gradle dependency and the Java class
- Safe no-ops on Windows, in PIE and on iOS, so graphs stay testable without a device
- Code-only demo panel: every feature one tap away on an on-screen status card
Support: https://alphaxp.net/
Everything included
- Play Games Services v2: sign-in, player profile, achievements, leaderboards,…
- Play Billing: one-time products and subscriptions - query, purchase, acknowledge,…
- Google Sign-In: silent and interactive, with ID token and server auth code for your…
- Play Core: in-app review dialog, immediate and flexible in-app updates with download…
- 55 Blueprint nodes + 4 subsystem events; JSON results with typed Parse nodes
- Latent nodes resolve on explicit success/failure pins, so graphs never hang
- Native Android over JNI - no wrapper project, no web bridge, no REST shims
- Per-product switches gate both the Gradle dependency and the Java class
- Safe no-ops on Windows, in PIE and on iOS, so graphs stay testable without a device
- Code-only demo panel: every feature one tap away on an on-screen status card
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key — 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.1.0LatestOct 5, 2026
- Unreal Engine 4.27 and 5.8
Be the first to review GooglePro — reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal — One non-commercial project. Commercial — Ship paid products. Extended — Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes — paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features → In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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