Universal Mobile Ads for iOS & Android

http://gamednastudio.com/plugins/images/UniversalMobileAds/Update28.png

Universal Mobile Ads Plugin 2.4.0 for UE 4.17 final release!

We’ve just released plugin binaries for Unreal Engine 4.17
You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.

CHANGELOG:

  • Tweaks for UE 4.17 compatibility
  • Added Gradle support.

If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace.

Yes i have redownload all the 3rd party SDK files with the installer

InMobi changed paths in their SDK. I’ve just updated these path in our cloud. Please reinstall SDKs again… Thanks for letting us know and sorry for inconvenience.

After install you can check if libAdapterInMobi.a file exists under the path: /UniversalMobileAds/Source/ThirdParty/IOS/InMobi/Adapter/. If yes, everything should be OK!

Please let us know if it helped you.

Thank you for your patience :slight_smile:

Works like a charm now.

Thank you again! <3

Universal Mobile Ads 2.4.1 released!

We’ve just released update for plugin. You can download it from GitHub repository on releases tab or your Sellfy dashboard (for Sellfy customers). Update also was submitted for UE4 Marketplace but it needs to wait for approval.

CHANGELOG:

  • Fixed AdColony crash on arm64 device with ANT enabled.
  • Fixed AdColony crash on arm64 device with Gradle enabled.

If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace.

This plugin is great! Patrick has some awesome customer support. Three tips to new users…

  1. When installing the plugins, be sure to download from the GitHub source and do not try to install from the Epic Games marketplace.
  2. When downloading from GitHub, be sure to go to the releases tab.
  3. After downloading both gameDNA and Universal Mobile Ads from GitHub, copy those two plugins to both locations mentioned in the documentation (Project Plugins and the engine plugins), not just one of them. Note: You may need to create the Plugins folder under your project folder.
    ‘Unreal Projects/[Project]/Plugins/’

Note: I am working on a MAC.

Patrick!! Is it possible to use multiple banners? Maybe a top and bottom banner?
Also, it is possible to change the banner size?

Hi Hungarian59,

Multiple banners are against the Google Terms of Service. It’s a legal thing, not technical.
Banner size automatically adjusts as needed.

I would recommend you to use Rewarded Videos because they provides much better user experience and increased revenue. :smiley:

Patrick,
gameDNA Ltd

This plugin is great. Very easy to work with, integration was fast and it made minimal difference to the application install size.

Hello there,

I’ve got few issues with implementing this plugin and i would really like some help.
Please note that this is my first try with setting up a game with any kind of ads, so this stuff is pretty new to me.

First I’ve go a couple of questions if anyone don’t mind answering.
1- How do i obtain the device ID for testing the ads plugin?
2- Does ads automatically work in a packaged game if they showed on the testing device? are there any additional steps i need to know about before publishing.
because I’ve been trying to get the ads to show in my game for two days and no I’ve got no luck yet.

Note: my whole project is in blueprints as i don’t know anything about c++

Thanks in advance.

  1. Look at this: https://developers.google.com/admob/…ur_test_device
    In logs should be a part:

*I/Ads: Use AdRequest.Builder.addTestDevice(“33BE2250B43518CCDA7DE426D04EE232”) to get test ads on this device. *

In this example test device is 33BE2250B43518CCDA7DE426D04EE232.

  1. If ads were shown fine on test device, it should also working in shipping. Earlier you can check in development build without added test devices. It could be easier to find problems because logs are enabled. Everything is described in User Guide. You shouldn’t do anything more.

Thank you for your incredible help.

So an update for my questions earlier, i was able to get the Device ID using the CMD command ‘adb logcat -d > logcat.txt’ while the device is attached to the computer while running the packaged build.
The delay of implementing this plugin was totally because of my limited knowledge in the UE4 scene. once i got the device ID all other steps are as easy as they are shown on the documentations.

I gave this product a 5/5 not only for it’s ease of use, but also for the awesome support that Patrick has shown me.

Would totally buy other plugins from GameDNA in the future.

I keep getting this whenever I try to build I am not sure what is happening - can anyone help?

UATHelper: Packaging (Android (All)): UnrealBuildTool: ERROR: C:/NVPACK/android-sdk-windows/tools/android.bat failed with args --silent update lib-project --path JavaLibs/adcolony-3.1.2.0 --target android-23
UATHelper: Packaging (Android (All)): UnrealBuildTool: Total build time: 26.69 seconds (Local executor: 17.39 seconds)
UATHelper: Packaging (Android (All)): CommandUtils.Run: Run: Took 26.9096753s to run UnrealBuildTool.exe, ExitCode=5

Hello,

Please try to change Target Android SDK to API 25, delete [PROJECT_FOLDER]/Intermediate/Android and try again.

Hello,
I bought your UMAds product on the marketplace of ue4.
When I activate your plugin on version 4.17 I can no longer send my game on the android phone.
When I disable it all works
Help me please.

non traduit
bonjour,
j’ai acheté votre produit UMAds sur le marketplace de ue4.
Quand j’active votre plugin sur la version 4.17 je ne peut plus envoyer mon jeu sur le téléphone android.
Quand je le désactive tout remarche
Aidez moi, Merci.

hello,
Unable to install UMads the GameDNAinstaller plugins give me a download error
please help me

help me please

Hi! What error occured? Could you send build logs?

It has just been fixed. Please try again.

here is the error