Supports iOS, Android

Download Plugin
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Plugin API Docs

To integrate Pushwoosh into your Unreal Engine project:

1. Download Pushwoosh Plugin and put it in your Plugins folder.

2. Enable Pushwoosh module in YourProjectName.uproject:

"Plugins": [
  {
    "Name": "Pushwoosh",
    "Enabled": true
  }
],

3. Add Pushwoosh module to the dependency list of you project:

PrivateDependencyModuleNames.AddRange(new string[] { "Pushwoosh" });

4. Recompile your project.

5. Specify Pushwoosh Application Id and GCM Project Number in Project Settings...-> Plugins -> Pushwoosh

6. Initialize Pushwoosh plugin and register for push notifications:

if (FPushwooshModule::IsAvailable())
{
		FPushwooshModule& pushwoosh = FPushwooshModule::Get();
		pushwoosh.Initialize();
		pushwoosh.RegisterForPushNotifications();
}

7. (Optional) set push registration and push notification listeners before initializing plugin:

void YourComponent::InitPushwooshListeners()
{
	FPushwooshModule::PushRegistrationSucceeded.AddUObject(this, &YourComponent::PushRegistrationSucceeded_Handler);
	FPushwooshModule::PushRegistrationError.AddUObject(this, &YourComponent::PushRegistrationError_Handler);
	FPushwooshModule::PushAccepted.AddUObject(this, &YourComponent::PushAccepted_Handler);
}

void YourComponent::PushRegistrationSucceeded_Handler(FString token)
{
	// TODO: handle successful registration
}

void YourComponent::PushRegistrationError_Handler(FString error)
{
	// TODO: handle push registration error
}

void YourComponent::PushAccepted_Handler(FString data)
{
	// TODO: handle push open
}

8. For iOS add Push Notifications Capability to your project. This can be done by adding following key-value pair in Intermediate/ProjectFilesIOS/build/${YourProject}.build/${Configuration}-iphoneos/${YourProject}.build/${YourProject}.app.xcent:

<key>aps-environment</key>
<string>development</string>
<key>aps-environment</key>
<string>production</string>

9. For Android make sure Unreal Engine and Pushwoosh Plugin does not have conflicting libraries.

C++