Getting Started
Purchase the Plugin
Purchase the plugin on the Fab Marketplace.
Install the Plugin
After purchasing, the plugin can be installed either directly through the Fab website or via the Fab plugin inside Unreal Engine. Once installed, it will appear in your project’s plugin list and can be enabled from there.
Enable Google Play Billing Plugin
Once installed, the plugin will be available in Unreal Engine under the Plugins section.
Go to Edit → Plugins, search for "PloxTools: Google Play Billing", and make sure it’s enabled.
 
Disable Any Other Billing Plugins
Make sure that no other billing-related plugins are active, as they may override or conflict with this plugin.
Go to Edit → Plugins and disable any third-party google play billing plugins.
Enable Google Play Support
In order for the billing functions to work correctly, Google Play Support must be enabled.
Go to Project Settings → Android → Google Play Services, then check the box "Enable Google Play Support".
 
Add Your Google Play License Key
Add your Google Play License Key from the Google Play Console:
Go to Project Settings → Android → Google Play Services, and paste your key in the field "Google Play License Key".
 
Where to Find Your License Key in Google Play Console
You can find your Google Play License Key in the Google Play Console under your game project:
- Open your game in the Google Play Console.
- Navigate to Monetize with Play → Monetization Setup.
- Scroll down to the Licensing section — your key will be displayed there.
 
Enable C++ Access (Optional)
If you plan to call the plugin directly from C++ code, you need to include its module in your project’s Build.cs file.
Open your project’s *.Build.cs file and add "PloxToolsBilling" to the public dependency modules list:
PublicDependencyModuleNames.AddRange(new string[] { 
"Core", "CoreUObject", "Engine", "InputCore", 
"EnhancedInput", "PloxToolsBilling" });
 
Once the module is added, you can include the plugin’s header in your C++ classes:
#include "BillingCPPLibrary.h"
After that, the plugin’s functions will be available for direct use in your code. To view all available methods, simply Ctrl + Left Click on BillingCPPLibrary.h — this will open the header file with the full list of exposed functions.
Once these steps are complete, the plugin is ready to use in your project.