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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 Games Services Plugin

Once installed, the plugin will be available in Unreal Engine under the Plugins section. Go to Edit → Plugins, search for "PloxTools: Google Play Games Services", and make sure it’s enabled.


Disable Any Other Custom Google Play Games Services Plugins

Make sure that no other custom Google Play Games Services-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 Games Services 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This subsystem uses outdated Google Play Games Services APIs and automatically injects Java files and manifest entries that conflict with Play Services Games V2 20.1.2.

💡 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.


Google Play Games Services Setup

Before using this plugin, you must create and configure a Google Play Games Services project in the Google Play Console and link it to your application.

This setup also includes creating and configuring a linked Google Cloud project with the required APIs and OAuth credentials.

The following requirements must be met on the Google Play side:

  • A Google Play Games Services project is created and linked to your app
  • A linked Google Cloud project is properly configured
  • Required Google Play Games Services APIs are enabled
  • OAuth 2.0 credentials are created and associated with the project
  • Saved Games is explicitly enabled in the Google Play Games Services project settings

Saved Games is disabled by default. If it is not enabled, all Saved Games-related features provided by this plugin will fail to work.

Detailed step-by-step instructions are provided in the Official Google Documentation.


Configure Project ID in Unreal Engine

After your Google Play Games Services project is created and published, open its Configuration page in Google Play Console and copy the Project ID value.

This Project ID uniquely identifies your Google Play Games Services project and is required for proper initialization of the plugin.

Open Unreal Engine and navigate to Edit → Project Settings → Platforms → Android → Google Play Services.

Paste the copied Project ID into the Games App ID field.

It is recommended to disable all other options in this section.

Unreal’s built-in Google Play Services settings are part of the legacy Online Subsystem implementation and may inject additional Java code, manifest entries, or runtime logic that may conflict with this plugin.

Leave only the Games App ID field populated and keep all other checkboxes and fields disabled or empty.

The plugin handles all required configuration internally and does not rely on Unreal’s built-in Google Play Services implementation.


Using Google Play Games Services Nodes in Blueprints

Once the plugin is enabled, all available Google Play Games Services 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 Google Play Games Services 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 "PloxToolsPlayGamesServices" to the public dependency modules list:

PublicDependencyModuleNames.AddRange(new string[] { 
"Core", "CoreUObject", "Engine", "InputCore", 
"EnhancedInput", "PloxToolsPlayGamesServices" });

Once the module is added, you can include the plugin’s header in your C++ classes:

#include "PlayGamesServicesCPPLibrary.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 PlayGamesServicesCPPLibrary.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.