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 donât think itâs the right fit for mobile games, and Android systems just donât 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
[â
suporte â16 KB memory pages sizesâ
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
]â
Play Billing Library
[â
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'
}
]â
Lembrete - Outros plugins
Usar o Plugin âBilling Library Updateâ.
O Plugin pago âBilling Library Updateâ atĂ© o presente momento nĂŁo Ă© compatĂvel com o Plugin-Unreal âGoogle ARCore Servicesâ.
ou seja, se estiver fazendo jogos em Realidade aumentada e for usar o Plugin âBillingâŠâ vai dar erros na compilação.
Problemas nas permissÔes de armazenamento:
Checar se realmente esta instalado no Android Studio âAndroid API 35â.
Unreal - Project Settings
Platforms
Android
âPackage game data inside .apkâ - > Disable For PlayStore - Enable For only Developer
âUse ExternalFilesDir for UnrealGame files?â â enable
Plugins
GooglePAD
âEnable Pluginâ - > Enable
âOnly Distributionâ - > Enable
âOnly Shippingâ - > 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