Universal Mobile Ads for iOS & Android

Plugin installed in the engine has sometimes problems with copying SDKs but plugin installed directly in the project doesn’t have this kind of problems so it’s more safe to install plugin as project plugin.

hi ,@gameDNA,
I encountered some problems when downloading and installing SDK with gameDNA installer:
may be my network is not very good. It will always be interrupted when you download some SDK, and when i pressed reinstall button, it will download the SDK from the first one(AdMob IOS SDK) again,then interrupted again,
so i always can’t download all sdks,

i use
windows 10
develop ios game
ue 4.19.2
universal mobile ads v 2.6.4
gameDNA installer v 1.3.0

Can I just download and install that SDK I need? For example, just use admob and vungle, so download and install only these two? the other sdks dont installed?

Or can i continue download it from where it’s broken?

sorry for my poor english

please help me ~ ~ THX

============================

Finally~i get it work~ :smiley:

Hi,

If I’m updating Unreal Engine, how can I also update the plugin? I haven’t found a good way to do this without corrupting the existing blueprints using the old plugin.

Thanks!

Hello blackmoon4,

It looks like server went down or your connection wasn’t stable. It happens sometimes :slight_smile:

We have plans to update gameDNA installer to be able to install only selected ad networks :slight_smile:

Thank you.

Hello,

Do you have plugin from Marketplace or GitHub?

If you have from Marketplace, you should simply update plugin by Epic Games Launcher.

If from GitHub, please download appropriate version from “releases” tab on GitHub and install into “Plugins” folder in your project.

It should now work and your Blueprints should be OK! :slight_smile:

Thanks for the help.

Another problem here. When I built for iOS using a dev provision, it showed the ads fine, but when I buid using a release provisioning profile and download the app from the app store, it doesn’t have any ads on it.

Any ideas?? It worked fine on unreal 4.18 and i’m on 4.20 now. I need to on the App Store again with ads ASAP.
Thanks!

[Edit] Oddly enough, it started working now

Hello mokazon,

availability of ads depends on many factors like time of day, country, device, etc. so maybe nothing was ready to load at the time when you tested ads :slight_smile:

Patrick,
gameDNA Ltd

Hi! Looking for help! Yesterday I purchased your Universal Mobile Ads plugin for Unreal Engine 4, successfully installed it and the gameDNAinstaller too, but I can’t package my project for Android. It has something to do with Applovin. I need to use Applovin, that’s the reason I bought your plugin in the first place, so I need help resolving these issues ASAP. I also sent an email to your support, no response yet.

Thank you!

thank you ,can’t wait it~
beacause when i update to ue4.20,i must reintall the ads SDKs, i had the same reason:(, it always failure when download AdColony SDK, but i only want to use admob,unity ads and vungle,

waiting for your update :smiley:

Hi Guys!
I’m trying to do a remote build for iOS, from a Windows 10 machine to a Mac Book, using UE 4.20.2
But I’m getting an error, that it can’t find a file called UniversalMobileAds.precompiled
I do all the setup and followed the instructions, but I keep getting that error.
Does anyone have an idea on how to fix it?
I attach the log so someone can check it.

Hi! I bought this plug-in yesterday, everything works fine, but I have a small problem…
I made interstitial ads for Android and iOS. When I load it on Android, it pauses the game automaticaly but doesn’t do it on iOS.
Of course, I can pause game before showing ads … But how do I know when user closes the ad? For rewarded video there is a corresponding event “rewarded video closed”. But there is no such event for interstitial ad. I would like to start my level automatically after the ad is closed, without any additional actions from players. How can I solve this problem?

[Q] Install Error (on Mac) : Maybe a Bug of the GameDNA Installer for Mac
Universal Mobile Ads has been installed on Windows.
But I encountered an Error when installing Universal Mobile Ads-Install SDK on MacPro(2018), Unreal 4.20.3
I fowllowed the Guide: Install the Universal Mobile Ads in the marketplace of Unreal->Copy GameDNA Installer from Github to plugin/marketplace directory->run Installer in Unreal Editor.
Please help me! Is there a bug in the GameDNA Installer?

The log below occurred during Installing SDK with GameDNA Installer.
It seems that the error occurred at AdColony IOS SDK Installation.
------ Error Log -------

Library AdColony IOS SDK installed successfully!



Processing library: AdColony IOS Adapter

Downloading file: download_file?file_path=AdColonyAdapter%2F3.3.0.0%2FAdColonyAdapter-3.3.0.0.zip
System.Net.WebException: Error: SendFailure (Error writing headers) —> System.Net.WebException: Error writing headers —> System.IO.IOException: Error while sending TLS Alert (Fatal:InternalError): System.IO.IOException: The authentication or decryption has failed. —> System.IO.IOException: EndRead failure —> System.Net.Sockets.SocketException: Connection reset by peer
at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.RecordProtocol.InternalReceiveRecordCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at Mono.Security.Protocol.Tls.SslClientStream.EndNegotiateHandshake (IAsyncResult result) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.SslStreamBase.AsyncHandshakeCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0 —> System.IO.IOException: The authentication or decryption has failed. —> System.IO.IOException: EndRead failure —> System.Net.Sockets.SocketException: Connection reset by peer
at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.RecordProtocol.InternalReceiveRecordCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at Mono.Security.Protocol.Tls.SslClientStream.EndNegotiateHandshake (IAsyncResult result) [0x00000] in <filename unknown>:0
at Mono.Security.Protocol.Tls.SslStreamBase.AsyncHandshakeCallback (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
at System.Net.WebConnection.EndWrite (System.Net.HttpWebRequest request, Boolean throwOnError, IAsyncResult result) [0x00000] in <filename unknown>:0
at System.Net.WebConnectionStream+<SetHeadersAsync>c__AnonStorey1.<>m__0 (IAsyncResult r) [0x00000] in <filename unknown>:0
— End of inner exception stack trace —
— End of inner exception stack trace —
at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
at System.Net.WebClient.GetWebResponse (System.Net.WebRequest request, IAsyncResult result) [0x00000] in <filename unknown>:0
at System.Net.WebClient.DownloadBitsResponseCallback (IAsyncResult result) [0x00000] in <filename unknown>:0

Problem with connection to the SDK provider server: <snip!>
Try again later.

is it possible that on iOS, because the game does not pause when playing a reward video, the app is loading another video so it is destroying/overwriting the old-current events-callbacks-listeners therefore I am losing those events (close,finished,etc) for the current video?

Hello! :slight_smile:

Unfortunately, AppLovin requires login to download SDKs so gameDNA installer can’t download these files automatically. You need to follow additional steps for AppLovin described in the User Guide (https://gamednastudio.com/plugins/do…_UserGuide.pdf) in “Configure AdMob Ad Mediation” section (point 6 - special steps for AppLovin).

Special steps for AppLovin:

  1. Download SDKs from the official website
  1. Unpack downloaded archives.
  2. Copy files/directories:
  • Android: applovin-sdk-x.x.x.jar to [PLUGIN_FOLDER]/DownloadedSDK/AppLovin/Android/applovin.jar (change file name!)

  • iOS: AppLovinSDK.framework to [PLUGIN_FOLDER]/DownloadedSDK/AppLovin/IOS/AppLovinSDK.framework

  1. Add new custom events in the AdMob Dashboard:
  • Android: YOUR_PACKAGE_NAME.AppLovinCustomEventBanner for Banners and YOUR_PACKAGE_NAME.AdMobMediationInterEvent for Interstitials. Replace YOUR_PACKAGE_NAME with package name of your game.

  • iOS: AppLovinCustomEventBanner for Banners and AppLovinCustomEventInter for Interstitials

  1. Install SDK again using gameDNA installer.

Installation process should be more smooth right now and servers more stable. If you will experience this problem again, please let us know. Thank you! :slight_smile:

Hi,
It happens sometimes for builds from Marketplace. If this problem still happens, I would recommend to download precompiled binaries version from “releases” tab in the GitHub repository. If you don’t have access to the repository, please email the receipt of plugin’s purchase to support [at] gamednastudio.com

Thank you for your patience :slight_smile:

Pausing on Android is not intended by plugin but this is specific for Android platform. Ad is a new activity on Android and when you show new activity, previous activity is paused, it’s why ad is paused, because this is the new activity. On iOS it doesn’t happen so ad is not paused what is more correct than on Android because you can pause game whenever you want. There is corresponding event for Interstitial Ads. You should pause game before call “Universal Mobile Ads Show Interstitial” and resume on event “InterstitialDismissed” or “InterstitialShown”. I hope it’s clear for you :smiley:

We tested this many times and it always work for us for this specific configuration. I assume this is a problem with accepting SSL certificate by your network. Maybe your router or firewall blocks requesting server? If you still experience this problem, please reach us at support [at] gamednastudio.com and we will send you alternative SDK links to download. Thank you for your patience! :slight_smile:

You should load new video when playback of previous video has been completed.

Universal Mobile Ads 2.8.0 Preview for UE 4.21 Preview 4!

We’ve just released plugin binaries for Unreal Engine 4.21 Preview 4.
You can download it from GitHub repository on releases tab.

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