By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because engine code does not be compiled when using Launcher build. In other words, Change of project settings is not reflected to ENABLE_ADVERTISING_IDENTIFER
IOSPlatformMisc.cpp FString FIOSPlatformMisc::GetUniqueAdvertisingId() { #if !PLATFORM_TVOS && ENABLE_ADVERTISING_IDENTIFIER // Check to see if this OS has this function if ([[ASIdentifierManager sharedManager] respondsToSelector:@selector(advertisingIdentifier)]) { NSString* IdfaString = [[[ASIdentifierManager sharedManager] advertisingIdentifier] UUIDString]; FString IDFA(IdfaString); return IDFA; } #endif return FString(); }
UEBuildIOS.cs if (ProjectSettings.bEnableAdvertisingIdentifier) { CompileEnvironment.Definitions.Add("ENABLE_ADVERTISING_IDENTIFIER=1"); }
As written on [Link Removed], We should move this function to engine plugin for Launcher build.
or open attached project and do 3~6
expect : display nothing
result : display IDFA
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-76414 in the post.
4 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.22 |
Created | Jun 18, 2019 |
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Resolved | Aug 27, 2021 |
Updated | Aug 27, 2021 |