UserOwnsGamePassAsync doesn't respect test purchases

Why doesn’t UserOwnsGamePassAsync respect test purchases?, I’m trying to test a gamepass but UserOwnsGamePassAsync returns false despite having purchased the test gamepass that was prompted in playtest?

For testing you could create your own gamepass, you would be owning it since you created it, run all the tests that your systems needs, when ready, just change the gamepass id in your script and use the right id of the gamepass that should be used.
Cause if you buy a gamepass in testmode, that will not be really added in your account (as long as I remember)

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Test purchases was mainly implemented so users could test their purchases in studio (to see if the rewards were awarded properly, etc.)
UserOwnsGamePassAsync just checks if a player owns a GamePass.

Make sure you own the GamePass before trying, as it will return false if you don’t own it.

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