# App must use Google Play Billing Library version 7.0.0 or later

**URL:** <https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128>\
**Category:** Mobile\
**Tags:** Google-Play, Mobile, unreal-engine, Android, Blueprint, question\
**Created:** [July 5, 2025, 1:29am UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128 "2025-07-05T01:29:44Z")\
**Posts on this page:** 8\
**Page:** 3

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**Author:** ![zipzygames9](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zipzygames9/32/614043_2.png) [@zipzygames9](https://forums.unrealengine.com/u/zipzygames9)\
**Post date:** [December 12, 2025, 11:16pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/43 "2025-12-12T23:16:36Z")

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> [@kombatik2](#):
>
> PloxTools

I would not recommend anyone to use PloxTools as the safety of the system and engine is a priority!  
Thanks  
Zipzy Games

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**Author:** ![Featuriing](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/featuriing/32/1135409_2.png) [@Featuriing](https://forums.unrealengine.com/u/Featuriing)\
**Post date:** [December 16, 2025, 3:52pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/44 "2025-12-16T15:52:47Z")

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The issue you are referring to is the 16kb memory page sizes requirement, right?  
This should be addressed in UE5.7. This version of the engine uses a NDK version and gradle version that are recent enough. Additionally the GooglePAD plugin was updated to support 16kb memory page sizes. So you theoretically should be good when it comes to the google play requirements

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**Author:** ![zipzygames9](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zipzygames9/32/614043_2.png) [@zipzygames9](https://forums.unrealengine.com/u/zipzygames9)\
**Post date:** [December 17, 2025, 12:46pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/45 "2025-12-17T12:46:29Z")

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Thanks for the update!!

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<div class="post-metadata">

**Author:** ![zipzygames9](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zipzygames9/32/614043_2.png) [@zipzygames9](https://forums.unrealengine.com/u/zipzygames9)\
**Post date:** [February 11, 2026, 7:32pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/46 "2026-02-11T19:32:45Z")

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It looks like today our team decided to uninstall Unreal Engine. I don’t think it’s the right fit for mobile games, and Android systems just don’t seem to work well with it. Thanks to the forum and the whole team for the support.

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**Author:** ![Roneiscoe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roneiscoe/32/1152739_2.png) [@Roneiscoe](https://forums.unrealengine.com/u/Roneiscoe)\
**Post date:** [February 22, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/47 "2026-02-22T15:32:16Z")

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> [@kombatik2](#):
>
> i tried a bunch of different ways to fix this myself. First i messed with the engine Gradle setup and that basically broke all my Android projects, took me a while to undo everything. Then i tried adding the billing library through UPL, it looked like it should work but in an actual build it still didn’t do anything.
> 
> In the end i just got tired of all that and bought PloxTools Google Play Billing on fab. It worked right away. The only thing i had to do was clean up some of my old manual attempts and turn off the builtin UE IAP stuff i had enabled before, after that it all started working normally

Vamos lá.

> [@Alex\_Buh1](#):
>
> \UnrealEngine-5.4\Engine\Plugins\Online\Android\OnlineSubsystemGooglePlay\Source\OnlineSubsystemGooglePlay\_UPL.xml

Vamos lá

Fevereiro de 2026 a PlayStore exige

Minimum SDK version = 26  
Target SDK version = 35

[–  
suporte “16 KB memory pages sizes”

```auto
Unreal 5.7.3 = Compatível
Unreal 5.6.1 = Compatível
Unreal 5.5.4 = Não compatível
Unreal 5.4.4 = Não compatível
Anteriores = Não compatível

```

]–

Play Billing Library

[–   
Versão 5 Aug-31-2024 até Nov-1-2024  
Versão 6 Aug-31-2025 até Nov-1-2025  
Versão 7 Aug-31-2026 até Nov-1-2026  
Versão 8 Aug-31-2027 até Nov-1-2027

```auto
	Em 23/12/2025 versão Play Billing Library 8.3.0

 -> Habilitar o Plugin - "Google Online Subsystem GooglePlay"

Adicionar em

\EpicGames\UE_5.6\Engine\Build\Android\Java\gradle\app\build.gradle

	Antes ---
		
		dependencies {
			implementation fileTree(dir: 'libs', include: ['*.jar'])
			implementation fileTree(dir: 'src/main/libs', include: ['*.jar'])

			// note Gradle will use newest version if multiple specified
			implementation('androidx.appcompat:appcompat:1.2.0')
			implementation 'androidx.lifecycle:lifecycle-extensions:2.2.0'
			annotationProcessor 'androidx.lifecycle:lifecycle-compiler:2.6.1'
	}
	Depois ---
		
		dependencies {
			def billingVersion = "8.0.0"
				implementation "com.android.billingclient:billing:$billingVersion"

			implementation fileTree(dir: 'libs', include: ['*.jar'])
			implementation fileTree(dir: 'src/main/libs', include: ['*.jar'])

			// note Gradle will use newest version if multiple specified
			implementation('androidx.appcompat:appcompat:1.2.0')
			implementation 'androidx.lifecycle:lifecycle-extensions:2.2.0'
			annotationProcessor 'androidx.lifecycle:lifecycle-compiler:2.6.1'
		}

```

]–

Lembrete - Outros plugins

Usar o Plugin “Billing Library Update”.

O Plugin pago “Billing Library Update” até o presente momento não é compatível com o Plugin-Unreal “Google ARCore Services”.  
ou seja, se estiver fazendo jogos em Realidade aumentada e for usar o Plugin “Billing…” vai dar erros na compilação.

Problemas nas permissões de armazenamento:

Checar se realmente esta instalado no Android Studio “Android API 35”.

Unreal - Project Settings  
Platforms  
Android  
“Package game data inside .apk” - \> Disable For PlayStore - Enable For only Developer  
“Use ExternalFilesDir for UnrealGame files?” → enable  
Plugins  
GooglePAD  
“Enable Plugin” - \> Enable  
“Only Distribution” - \> Enable  
“Only Shipping” - \> Enable  
Ou usar o plugin

```auto
"Easy Fix Android Permission" 

```

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<div class="post-metadata">

**Author:** ![VeexV](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/veexv/32/1153573_2.png) [@VeexV](https://forums.unrealengine.com/u/VeexV)\
**Post date:** [February 25, 2026, 7:43pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/48 "2026-02-25T19:43:51Z")

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What did you pick over unreal?

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<div class="post-metadata">

**Author:** ![zipzygames9](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zipzygames9/32/614043_2.png) [@zipzygames9](https://forums.unrealengine.com/u/zipzygames9)\
**Post date:** [March 1, 2026, 11:49pm UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/49 "2026-03-01T23:49:56Z")

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Even if the game in pick then also there will be problem ahead in the android packing so our team left unreal engine

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<div class="post-metadata">

**Author:** ![zipzygames9](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zipzygames9/32/614043_2.png) [@zipzygames9](https://forums.unrealengine.com/u/zipzygames9)\
**Post date:** [April 1, 2026, 10:24am UTC](https://forums.unrealengine.com/t/app-must-use-google-play-billing-library-version-7-0-0-or-later/2591128/50 "2026-04-01T10:24:06Z")

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We have just started again with the Unreal Engine 5.7, and it was great with android packing some manageable errors, but I will give you an update about that soon.

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