I updated version 2.4.1 for UE 4.17 with this hotfix and you can simply redownload this version from GitHub.
In-App Purchases are not related to UMA or UMK so it looks like a problem with Payment system in UE4. Please write about this problem on AnswerHub or Android Development subforum: https://forums.unrealengine.com/development-discussion/android-development
Please try to disable all ad networks (only AdMob should be enabled) and try again. We will see if it’s a problem with core or external ad networks.
Please try in development build and limit scope only to your game. It’s hard to read logs from all apps.
Thank your for your patience.
Hi
Thanks for response,i disable all ad networks and only AdMob enable and freeze again.here the log from development build
when i Disable the UMA in my game instance,it’s worked.
we’re currently in Pre_Alpha phase and everything done except this issue.
thanks
I see that you are trying to load ad after In-App Purchase so maybe this problem is related to IAP. Could you check if it works in Example Project? GitHub - gameDNAstudio/ExampleProjects: Example projects for gameDNA's plugins
I tested in the clean project and it’s freeze again. i think this tissue related to interstitial ads because we have no problem with banners.i attached Log in develop build
thanks
sometimes freeze in loading UMA component at the first of the game.
Any help… please.
We were trying, and trying, and trying to reproduce this issue but it always work for us. It looks like very uncommon problem. Please send example project with plugin installed and configured by you to our support e-mail: support[at]gamednastudio.com We will package your project and test it on the Amazon Device Farm. Thank you for your patience.
thanks for response, we also remove all android sdk and install agine but nothing change.i’ll upload the our project and send it to you.
Hello
You once wrote that you are working on a plugin to implement multiplayer on mobile devices
I really want to learn about this, when will it be?
Thank you!
Hello!
Yes, this is true. We have plans to release plugin you mentioned in Q1 2018.
Stay tuned!
http://gamednastudio.com/plugins/images/UniversalMobileAds/Update33.png
Universal Mobile Ads 2.5.2 released!
We’ve just released update for Universal Mobile Ads 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.
Please note that ANT is now deprecated and will be removed completely in the next plugins release. You should switch to Gradle.
CHANGELOG:
- Added support for Interstitial and Rewarded Videos for Tapjoy (Android & iOS)
- Added support for Rewarded Videos for Fyber (Android & iOS)
- Added support for Rewarded Videos for Facebook Audience Network (Android & iOS)
- Added Android Oreo compatibility
- Added iPhone X compatibility
- Google Play Services updated to 11.6.2 (Gradle only)
- AdColony SDK for Android updated to 3.2.1
- AdColony Adapter for Android updated to 3.2.1.1
- Chartboost SDK for Android updated to 7.0.1
- Chartboost Adapter for Android updated to 7.0.1.0
- Facebook Audience Network SDK for Android updated to 4.26.1
- Facebook Audience Network Adapter for Android updated to 4.26.1.0
- Flurry SDK for Android updated to 8.1.0
- InMobi SDK for Android updated to 7.0.1
- ONE by AOL SDK for Android updated to 6.6.1
- ONE by AOL Adapter for Android updated to 2.0.0
- Unity Ads SDK for Android updated to 2.1.2
- Unity Ads Adapter for Android updated to 2.1.1.0
- Vungle SDK for Android updated to 5.3.0
- Vungle Adapter for Android updated to 5.3.0.0
- Google AdMob SDK for iOS updated to 4.7.0
- AdColony SDK for iOS updated to 3.2.1
- AdColony Adapter for iOS updated to 3.2.1.1
- AppLovin Adapter for iOS updated to 4.5.1.0
- Chartboost SDK for iOS updated to 7.0.4
- Chartboost Adapter for iOS updated to 7.0.3.0
- Facebook Audience Network SDK for iOS updated to 4.26.1
- Facebook Audience Network Adapter for iOS updated to 4.26.1.0
- Flurry SDK for iOS updated to 8.3.4
- InMobi SDK for iOS updated to 7.0.1
- ONE by AOL SDK for iOS updated to 6.6.0
- ONE by AOL Adapter for iOS updated to 1.5.1
- Unity Ads SDK for iOS updated to 2.1.2
- Unity Ads Adapter for iOS updated to 2.1.2.0
- Vungle SDK for iOS updated to 5.3.0
- Vungle Adapter for iOS updated to 5.3.0.0
If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace.
http://gamednastudio.com/plugins/images/UniversalMobileAds/Update34.png
Added support for Tapjoy and Fyber!
**We added support for Tapjoy (Interstitial and Rewarded Videos) and Fyber (Rewarded Videos) for Universal Mobile Ads plugin.
You can download it from GitHub repository on releases tab, your Sellfy dashboard (for Sellfy customers), and Unreal Marketplace**
If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace.
Universal Mobile Ads 2.5.3 HOTFIX released!
We’ve just released hotfix for Universal Mobile Ads 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:
- Many stability improvements.
- Fixed occasional crash in some Interstitial Ads.
If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace.
can ads be used when not connected to the internet?
No, it’s not possible. When you request ad, it is loaded from the internet.
I can not successfully load advertisements. (All Type)
Is there a way to find out which stage I am failing at?
· Sample project will also fail
· Universal Mobile adds plugin installed
· GameDNA installer installed
Hello. First, thank you for providing us with this amazing plugin!
I would like to know why I am not able to build using Universal Mobile Ads.
By the way, Universal Mobile Ads and gameDNA.
I can build successfully if I don’t use Installer plugin.
I got these error logs.
LogPlayLevel: Picking the default remote server
LogPlayLevel: ERROR: Remote compiling requires a server name. Use the editor (Project Settings, IOS) to set up your remote compilation settings.
LogPlayLevel: Doing xcode-select --print-path
LogPlayLevel: ERROR: Failed to start local process for action ("�t�@�C�������w�肳��Ă��Ȃ����߁A�v���Z�X��J�n�ł��܂���B"): -o BatchMode=yes ${CURRENT_USER}@ "cd "/" && xcode-select --print-path"
LogPlayLevel: Took 1.7466802s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe EscapeGame IOS Development -Project="C:\Users\ET\Documents\Unreal Projects\EscapeGame\EscapeGame.uproject" "C:\Users\ET\Documents\Unreal Projects\EscapeGame\EscapeGame.uproject" -NoUBTMakefiles -remoteini="C:\Users\ET\Documents\Unr
eal Projects\EscapeGame" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.01.15-17.56.00.txt'
LogPlayLevel: (see C:\Users\ET\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.251554
LogPlayLevel: BUILD FAILED
PackagingResults: Error: デプロイに失敗しました! Unknown Error
Hello hiroaoki,
Could you attach builds logs and logs from your device in development mode?