KillerSneak
(KillerSneak)
December 14, 2018, 5:05pm
536
I’m getting build error’s
LogPlayLevel: Error: ERROR: System.IO.FileNotFoundException: bestand D:\DNATG\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Intermediate\Build\Android\UE4\Development\UniversalMobileAds\UniversalMobileAds.precompiled niet vinden.
LogPlayLevel: Bestandsnaam: D:\DNATG\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Intermediate\Build\Android\UE4\Development\UniversalMobileAds\UniversalMobileAds.precompiled
LogPlayLevel: bij System.IO .__Error.WinIOError(Int32 errorCode, String maybeFullPath)
LogPlayLevel: bij System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
LogPlayLevel: bij System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
LogPlayLevel: bij System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
LogPlayLevel: bij System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
LogPlayLevel: bij Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:regel 50
LogPlayLevel: bij UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:regel 37
LogPlayLevel: bij UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCP
It can’t find a file called UniversalMobileAds.precompiled as the file simply doesn’t exist.
Running the latest builds downloaded from Sellfy on 4.21.1
If I turn the plugin off the project builds without issues.
gameDNA
(gameDNA)
December 16, 2018, 12:25pm
537
KillerSneak:
I’m getting build error’s
LogPlayLevel: Error: ERROR: System.IO.FileNotFoundException: bestand D:\DNATG\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Intermediate\Build\Android\UE4\Development\UniversalMobileAds\UniversalMobileAds.precompiled niet vinden.
LogPlayLevel: Bestandsnaam: D:\DNATG\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Intermediate\Build\Android\UE4\Development\UniversalMobileAds\UniversalMobileAds.precompiled
LogPlayLevel: bij System.IO .__Error.WinIOError(Int32 errorCode, String maybeFullPath)
LogPlayLevel: bij System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
LogPlayLevel: bij System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
LogPlayLevel: bij System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
LogPlayLevel: bij System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
LogPlayLevel: bij Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:regel 50
LogPlayLevel: bij UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:regel 37
LogPlayLevel: bij UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCP
It can’t find a file called UniversalMobileAds.precompiled as the file simply doesn’t exist.
Running the latest builds downloaded from Sellfy on 4.21.1
If I turn the plugin off the project builds without issues.
Hello,
Please try to move plugin from engine’s plugin directory to project’s plugin directory. It should help
Leo-Paul
(Léo-Paul)
December 22, 2018, 2:00am
538
I bought this Plugin few month ago to show ads in my iOS games.
I created myself an error in the packaging, so I asked the gameDNA support on how to resolve it, I never had a that fast answer to resolve it ! So I could upload the game on the AppStore !
After Uploading the game to the AppStore of course I wanted to Upload it on the PlayStore.
I am really new to Android so I did a Beginner error that I send at the support, and again I never had a that fast answer that was : Do you have Team Viewer ?
I downloaded it and gameDNA instantly took control of my computer to resolve the error during 1 hour in front of me !!!
gameDNA took the time needed to resolve the error even if it was my fault !
I never saw a Support that is as much Efficient as this one !!!
gameDNA
(gameDNA)
December 24, 2018, 12:25am
539
Leo-Paul:
I bought this Plugin few month ago to show ads in my iOS games.
I created myself an error in the packaging, so I asked the gameDNA support on how to resolve it, I never had a that fast answer to resolve it ! So I could upload the game on the AppStore !
After Uploading the game to the AppStore of course I wanted to Upload it on the PlayStore.
I am really new to Android so I did a Beginner error that I send at the support, and again I never had a that fast answer that was : Do you have Team Viewer ?
I downloaded it and gameDNA instantly took control of my computer to resolve the error during 1 hour in front of me !!!
gameDNA took the time needed to resolve the error even if it was my fault !
I never saw a Support that is as much Efficient as this one !!!
Thank you for this kind of words It means a lot for us!
gameDNA
(gameDNA)
December 28, 2018, 7:49pm
541
https://www.gamednastudio.com/plugins/images/ExtendedFacebook/Update31.png
We decided to create Discord channel to provide better support and send realtime updates about all our products.
We strongly encourage you to join our channel: https://gamednastudio.com/discord
Hi dear. yesterday i buy the universal ads plugin from unreal engine marketplace and enable the plugin and add the notes . after that i want to build my apk package so the cant build it please check it and tell me how to fix this error thanks.
Error :
System.IO.DirectoryNotFoundException: Could not find a part of the path ‘F:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Source\ThirdParty\AndroidRepository’.
gameDNA
(gameDNA)
January 8, 2019, 4:32pm
544
Hi dear. yesterday i buy the universal ads plugin from unreal engine marketplace and enable the plugin and add the notes . after that i want to build my apk package so the cant build it please check it and tell me how to fix this error thanks.
Error :
System.IO.DirectoryNotFoundException: Could not find a part of the path ‘F:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Marketplace\UniversalMobileAds\Source\ThirdParty\AndroidRepository’.
Hello,
As we discussed via e-mail, you should install SDKs using gameDNA installer plugin: gameDNA is coming back very soon – gameDNA
gameDNA
(gameDNA)
January 15, 2019, 10:45pm
545
Universal Mobile Ads 2.8.2 for UE 4.21 released!
We’ve just released hotfix for UE 4.21.
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:
Google AdMob libraries for Android updated to 17.1.2
If you haven’t owned it yet, you can buy now on Sellfy or UE4 Marketplace .
Hi , today or yesterday our game suddenly started to show black screen instead of interstitial ads in iOS. Could you please check our game: Skate & Strike. Just launch Linear map, fail 3 times and it will show an interstitial. It was working just fine 2 days ago. Did AdMob change something maybe?
We are using Unreal Engine 4.20.
Edit: Only occurs in my iPhone 6.
Edit 2: Can’t reproduce anymore.
gameDNA
(gameDNA)
January 19, 2019, 8:18pm
547
Hi , today or yesterday our game suddenly started to show black screen instead of interstitial ads in iOS. Could you please check our game: Skate & Strike. Just launch Linear map, fail 3 times and it will show an interstitial. It was working just fine 2 days ago. Did AdMob change something maybe?
We are using Unreal Engine 4.20.
Edit: Only occurs in my iPhone 6.
Edit 2: Can’t reproduce anymore.
It works for us (iPhone XS). Maybe it was temporary server down… Btw. awesome game!
Thank you very much But another problem here.
Interstitial ads pause the game completely in Android but it doesn’t in iOS. I tried to handle them manually but couldn’t do it in the transition map only. “Interstitial shown” and “dismissed” nodes won’t work in my transition map. If it would just pause the game in iOS too just like it is doing in Android, it would be much fine.
gameDNA
(gameDNA)
January 24, 2019, 12:38am
549
Thank you very much But another problem here.
Interstitial ads pause the game completely in Android but it doesn’t in iOS. I tried to handle them manually but couldn’t do it in the transition map only. “Interstitial shown” and “dismissed” nodes won’t work in my transition map. If it would just pause the game in iOS too just like it is doing in Android, it would be much fine.
Hello,
Not interstitial ads pause the game but Android activity itself. This is very specific to architecture of Android operating system… There was never intended to pause game during play ads on Android but there is no choice… More valid behaviour is on iOS. When you want to pause game during ad playback please simply call Set Game Paused node: http://api.unrealengine.com/INT/BlueprintAPI/Game/SetGamePaused/index.html
Can this problem occur because of calling “Show Interstitial” in BeginPlay? I will try with delay in my next versions development.
My setup is like this:
Transition Level Blueprint > Begin Play > Has Interstitial > Branch > Show Interstitial
Game State > On Show Interstitial > Print (Won’t get fired)
Game State > On Interstitial Dismissed > Print (Won’t get fired)
gameDNA
(gameDNA)
January 30, 2019, 7:29pm
551
Can this problem occur because of calling “Show Interstitial” in BeginPlay? I will try with delay in my next versions development.
My setup is like this:
Transition Level Blueprint > Begin Play > Has Interstitial > Branch > Show Interstitial
Game State > On Show Interstitial > Print (Won’t get fired)
Game State > On Interstitial Dismissed > Print (Won’t get fired)
I think the bigger problem is with GameState. Could you move Universal Mobile Ads Component to GameMode or any Actor placed on level from which ads are being called?
delcasda
(delcasda)
February 13, 2019, 8:12pm
552
Hi, I am getting this error when packaging for iOS:
********** COOK COMMAND COMPLETED **********
********** STAGE COMMAND STARTED **********
Creating UE4CommandLine.txt
Creating Staging Manifest…
CookPlat IOS, this IOSPlatform
IOSPlugin: …/…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
UPL: Engine…/…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
ERROR:
Unreal Plugin file Engine…/…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml missing!
CWD: D:\Program Files\Epic Games\UE_4.21
UPL Init: None
Excluding config file D:\Program Files\Epic Games\UE_4.21\Engine\Config\BaseEditor.ini
At the end , the package is created without further problems but wonder if the ads will work. I am using UE 4.21.2 and the lastest version of UMA
gameDNA
(gameDNA)
February 14, 2019, 3:40pm
553
delcasda:
Hi, I am getting this error when packaging for iOS:
********** COOK COMMAND COMPLETED **********
********** STAGE COMMAND STARTED **********
Creating UE4CommandLine.txt
Creating Staging Manifest…
CookPlat IOS, this IOSPlatform
IOSPlugin: …/…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
UPL: Engine../…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml
ERROR:
Unreal Plugin file Engine../…/…/…/PerforceWorkspace/MummyGolf_4.20/Plugins/UniversalMobileAds/Source/UniversalMobileAds/UniversalMobileAds_UPL_IOS.xml missing!
CWD: D:\Program Files\Epic Games\UE_4.21
UPL Init: None
Excluding config file D:\Program Files\Epic Games\UE_4.21\Engine\Config\BaseEditor.ini
At the end , the package is created without further problems but wonder if the ads will work. I am using UE 4.21.2 and the lastest version of UMA
Hello,
There is a problem with remote connection from Windows to macOS in UE 4.21. We reported this issue in November 2018 but it looks like it still has not been solved: [URGENT] Remote Build for iOS doesn't copy framework resources - Programming & Scripting - Epic Developer Community Forums
The only workaround at the moment is to build directly on macOS as this is only problem with remote connection.
This is a good plug-in for you.
How would you like to implement UnityAds in the blueprint?
No information.
gameDNA
(gameDNA)
February 16, 2019, 11:52am
555
All informations about plugin and sample implementation you can find on plugin website: gameDNA is coming back very soon – gameDNA and in User Guide: https://www.gamednastudio.com/plugin…_UserGuide.pdf
gameDNA
(gameDNA)
February 20, 2019, 1:09am
556
Universal Mobile Ads 2.9.0 Preview for UE 4.22 Preview 2!
We’ve just released plugin binaries for Unreal Engine 4.22 Preview 2.
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 .
mairsil
(mairsil)
February 25, 2019, 5:32am
557
gameDNA:
Hello,
There is a problem with remote connection from Windows to macOS in UE 4.21. We reported this issue in November 2018 but it looks like it still has not been solved: [URGENT] Remote Build for iOS doesn't copy framework resources - Programming & Scripting - Epic Developer Community Forums
The only workaround at the moment is to build directly on macOS as this is only problem with remote connection.
Have you tested this in the 4.22 beta, and if so, is it still a problem?