How to get admob/adverts in unreal 5.5 onwards.

Hey,

I feel I’ve done everything correctly to set it up.

I’ve got my device setup as a test device in admob.

image

The test ads in here. Filled out all the rest of the documentation in project settings, but it keeps coming back false.

Any way to debug it?

This is my current node setup.

This is in game instance on even init.


This si what Im using to debug it currently.

Any help would be huge, I cant seem to find much online.

My permissions


My manifest
image

Ok for anyone stupid like me xD

I Didn’t publish in the play games services area on the google play console. I published it and added my closed track, and now it does load the login details

I was getting the show external login ui node come back false every time.

This now comes back true BUT with probably the most annoying thing in existence.

This will require access to playstore which requires the playstore version.
If I’m to test the game several times and make sure ads are working, it requires currently.
-Repackaging the game under a new version number
-Uploading to google play store under a new release
-Publishing it and waiting a day for it to take effect.
-Seeing if the single node change has done anything and repeat.

Which is beyond frustrating.

according to chatgpt, Test ads from admob dont require to be linked but they arent working.

Ok a few other things Itd missed.

GooglePlay Games Oauth Client ID registered for game server is now in as well.

Now My 2 errors are these

LogPlayLevel: Warning: UAT: 03-04 16:33:34.976 23776 23988 D UE : [2025.03.04-16.33.34:976][337]LogAdvertising: Warning: Failed to find Advertising provider named AndroidAdvertising.

LogPlayLevel: Warning: UAT: 03-04 16:16:53.994 16910 17097 D UE : [2025.03.04-16.16.53:994][245]LogOnline: Warning: OSS: Async task ‘Login’ failed in 4.049129 seconds

The bottom one makes sense as its not connecting through playstore as its just being ran off android from unreal.

But the top one is interesting.
Im surprised by how little help/guides/tutorials there are for this part of unreal.

any help would still be huge if anyone has any ideas?

Ok another day of bug fixing adverts.

Ive followed this tutorial and have added this

Yourll need to make your blueprints a c++ By going to tools>new c++ class, I clicked none.

let it build which gives you a source file which is here
D:\Unreal Projects{Yourproject}\Source{Yourproject} Is where the build.cs is.
and
D:\Unreal Projects{Yourproject}\Source Is where your target.cs is.

Both will have your project name infront of them.

Uncommented this in build.cs
PrivateDependencyModuleNames.Add(“OnlineSubsystem”);

Add these lines in target.cs
if (Target.Platform == UnrealTargetPlatform.Android)
{
ExtraModuleNames.Add(“OnlineSubsystemGooglePlay”);
ExtraModuleNames.Add(“OnlineSubsystem”);
}

This gave me this error.
image

I found this is because in my android studio I was missing alot of dependencys for google.

Although apparently unreal uses cmake 3.10.2.4988404
I also have 3.22.1 and 3.31.6 installed as well.

and I added these in the sdk tools section. (Not sure all of them are needed but :man_shrugging:
Im shooting in the dark here.

google play apk expansion library
google play instant development sdk
google play licensing library
google play play services
google play repository
google play usb driver
google play web driver

After installing, I did have to manually ask for update in android studio in the bottom left cog, It updated a bunch of things.

Im going to make sure the path cmake is correct for unreal.
Delete intermediates, binaries and saved. folders and repackage the game.

Now Im going to test and see what I get.

Update:
I had significantly larger issues, it seems.
Visual Studio needed updating several times, and is missing some tools.

Ok just for myself.

I updated android studio and visual studio at what point it wouldn’t compile any more. VisualStudioTools wasnt working correctly. (Probably me not putting it in the right place) I removed it now it works.

I’ve replaced all my build.cs and target.cs am about to replace all the dependancys.

Update
After chasing this for several days it turned out to be.

“Mobile location services - Android implementation” Plugin, Disabling it, Im back to being able to boot to my phone.