I have been using UE4 for about a week now and I want to learn how to implement admob to android using blueprint. I have not created a google and admob account yet so I am not sure if this affects anything.
I have used the “showadbanner” blueprint (if i placed it in the right place) but how can I actually test that admob works before I package and deploy my mobile game?
you’ll have to go to Project Settings>Platforms>Android and scroll down a bit. Under the section “Google Play Services” you’ll see “Ad Mob Unit id”. Fill that with your admob banner code starting with ca-app-pub-(NUMBERS) and you’re good to go.
to test it simply plug your phone to your usb and use the .bat file to install the apk to your device. if your phone is connected to internet you’ll see banners. but i strongly suggest NOT to tap banners while testing, admob tracks devices google accounts and its considered as cheating(although youre not, but its against their tos) to click banners on your own device and a reason to ban you. if its possible use someone else’s phone.
dont forget to use “hide banner ad” node on blueprints when you’re done with the ad.
there are some services you can use without a goggle account. i’m not expert on how far you’ll go without an account issue but i personally think at some point you’ll need one so might be better to create already. admob is a google service so for one account you can have it all.
I couldn’t get it to work, should I first publish my app in the google store and than find it in the Admob interface? I though manually creating a banner unit and copy+paste the unit code would work.
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