Overview
PloxTools: Google Play Billing provides native Google Play Billing integration for Unreal Engine projects on Android.
The plugin exposes a complete Blueprint and C++ API for selling one-time products and subscriptions through Google Play.
It supports the following features:
- One-time products
- Subscriptions
- Product details and localized prices
- Subscription base plans and offers
- One-time product offers
- Consumable and non-consumable products
- Automatic purchase processing
- Manual acknowledgement and consumption
- Pending purchase recovery
- Owned purchase queries
- Subscription status checks
- Google Play in-app messages
- Billing feature availability checks
The plugin provides an automatic purchase flow for common use cases. Consumable products can be consumed automatically after purchase, while products marked as non-consumable remain owned by the user.
A separate manual purchase flow is also available for projects that require full control over purchase acknowledgement, consumption, or server-side verification.
The plugin automatically integrates the required Google Play Billing libraries and Android manifest configuration into packaged projects. No Java or Android Studio integration is required.
Note
Google Play Billing is available only on Android. Billing functions do not operate on Windows or other target platforms.
How to Use This Documentation
If you are using the plugin for the first time, start with Getting Started. It covers plugin installation, project configuration, and access to the Blueprint API.
After completing the setup, continue with Basic Usage to implement a simple one-time purchase using the automatic purchase flow.
The remaining pages explain each major part of the billing workflow:
Each page explains the available Blueprint functions, parameters, callbacks, recommended usage, and expected purchase behavior.
For C++ integration, see C++ Usage.
During development, purchases must be tested through Google Play using a testing track and an authorized test account. See Testing before testing or publishing the application.