So I have been talking with admob and chartboost for a week or so now about getting support from them both too come join Unreal Engine 4. We have been emailing back and forth and are about too come too a agreement but I now need your help too push them too get started as soon as possible.
I have been using Unity for quite some time now too create my mobile games but am wanting too push to UE4 for everything. Im sure all of us are with that 5% and only $20 a month.
If you are willing too help please PM me and I will give you details on how you can push things forward.
I hope epic realizes the necessity of having ad network options for mobile devs these days. This is probably the number 1 dealbreaker for mobile indie devs if not handled correctly, so if someone from epic could atleast comment on the matter it would be greatly appreciated!
4.2 will contain an extension point for advertising services (check out Engine\Source\Runtime\Advertising\Advertising\Public\Advertising.h in GitHub if you’re on unstable/main), so you can add additional providers without changing game code.
It seems likely that the only out-of-box providers we’ll have ready for 4.2 are iAds on iOS and AdMob on Android.
We’ve got blueprint nodes exposed for it, though they’ve got kind of a temporary name right now (EXPERIMENTAL_ShowAdBanner and EXPERIMENTAL_HideAdBanner). Those functions are already present in 4.0 but they were hard-coded to only work on iOS iAd in 4.0 and 4.1. At head / in 4.2 they now go thru the IAdvertisingProvider interface.
If we rename the nodes, we’ll add a redirector so you shouldn’t have to update your Blueprints or anything.
The show/hide banner ad API is no longer experimental.
We ship with an implementation for iAd and TapJoy on iOS and AdMob on Android. For other providers you’ll either need to implement the IAdvertisingProvider interface yourself or ask the provider to do so.