Request - A guide for implementing Google consent for personalized ads

Hey,

I’m developing an Android app on UE4, which uses AdMob Ads. I received feedback saying that I need to ask for a consent from EU users, to display personalized Ads. I’ve been unable to find any guides, plugins or instructions about an Unreal Engine implementation for the Google consent SDK. It’s a bit over my head since it’s a Java SDK, and I lack the knowledge to implement it on Android Studio and use it in C++/Blueprint.

I found one expensive paid plugin for Ads, but even it doesn’t seem to have a consent feature in it. You can only turn personalized ads on/off https://www.gamednastudio.com/plugin…_UserGuide.pdf

The Unreal Engine AdMob implementation page don’t seem to have any mention of the fact that consent is required from every user in EU. https://docs.unrealengine.com/en-US/…Ads/index.html

My questions are:

  • Are there any existing guides for a consent implementation for Unreal Engine blueprint/C++ project?
  • Could someone who has added consent query show how it’s done on a Blueprint project?

Thanks,
Ville

Edit: Re-structured some sentences and fixed typos.

Up!
Have the same problem here.

I say just shut them off, if they want to act like that.

Just kidding. for anyone looking for a solution…

-Go to Admob.com and login
-Click Blocking controls (on side of screen)
-Scroll to the widgets, Click on Manage EU Consent
-Click Non-Personalized Ads
-Save.

:smiley:

Solved BS European Ad Targeting Laws

Nah it’s just getting in the way of my plan to make Europeans watch my ads so I can make some small change. Christ. In the grand scope of things, we’re already in a battle with AI. All those ads and targeting are going to turn people into brainless slaves. Scary. You have 3 options, become a corpo, go off the grid, or become a slave to the corpo AI without even knowing. I’m considering switching to a flip phone. as mobile dev. lmao.