App must use Google Play Billing Library version 7.0.0 or later

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

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

Thanks for the update!!

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.

Vamos lĂĄ.

Vamos lĂĄ

Fevereiro de 2026 a PlayStore exige

Minimum SDK version = 26
Target SDK version = 35

[–
suporte “16 KB memory pages sizes”

Unreal 5.7.3 = CompatĂ­vel
Unreal 5.6.1 = CompatĂ­vel
Unreal 5.5.4 = NĂŁo compatĂ­vel
Unreal 5.4.4 = NĂŁo compatĂ­vel
Anteriores   = NĂŁo compatĂ­vel

]–

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

	Em 23/12/2025 versĂŁo 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” atĂ© o presente momento nĂŁo Ă© compatĂ­vel 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 permissÔes 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

"Easy Fix Android Permission" 

What did you pick over unreal?

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