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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 Custom Billing Plugins

Make sure that no other custom Google Play Billing-related plugins from Fab are active, as they may override or conflict with this plugin. Go to Edit → Plugins and disable any third-party Google Play Billing plugins.


Disable Online Subsystem Google Play (Optional)

Go to EditPlugins, search for "Online Subsystem GooglePlay", and turn it off.

This subsystem uses outdated Google Play Billing APIs and automatically injects Java files and manifest entries that conflict with BillingClient 8.0.0.

💡 This plugin does not rely on Unreal’s Online Subsystem Google Play. Disabling it is recommended for stability, but not strictly required in all projects.

If left enabled, some projects may fail to package or report duplicated/obsolete Billing API classes.


Disable Android File Server (Optional)

In EditPlugins, locate "AndroidFileServer" and disable it only if Online Subsystem Google Play is disabled too.

AFS depends on OnlineSubsystemGooglePlay. When OnlineSubsystemGooglePlay is turned off, AFS may still inject manifest sections and ProGuard rules, which can cause build failures during packaging.

This prevents errors such as missing ProGuard files, manifest merge conflicts, or duplicated Java entries.


Using Billing Nodes in Blueprints

Once the plugin is enabled, all available Billing functions become accessible directly in Blueprints.

To view them:

  1. Right-click anywhere in the Blueprint graph.
  2. Use the search bar or scroll through the action list.
  3. Open the Billing category — it contains all functions provided by the plugin.

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.