If you ever intend to make a micro-transaction plugin then i’ll definately be up for buying that! I’ll add this to my bookmarks as I’m going to try making a mobile game and if it meets my expectations then i’ll buy this plugin
What features in micro-transaction plugin do you mean? In-App Purchases currently are available in UE4 so I suppose that you expect additional functionality?
I would suggest you break this plugin in smaller pieces in case someone doesn’t care about so many ad networks. I am pretty sure many devs, like myself, just want to have Admob on iOS and do not want to pay 99$ for it. More considering that sooner or later Unreal will include it themselves.
Unfortunately, I can’t seperate ad networks because it’s an ultimate mobile ads experience with ad mediation between multiple networks. That was an idea during making this plugin.
I’ve been following this plugin long time ago since you start planing to make it and finally had the time to work on my project. I just bought the plugin but after following the instructions it says “The module ‘UniversalMobileAds’ does not appear to be compatible with the current version of the engine. The plugin may need to be recompiled”.
I am using UE4 4.10.4 from launcher, on a Blueprint project in Windows 7. If possible I would prefer to continue using 4.10.4 since my game is pretty advanced and I would prefer not to look for new UE4 bugs. Any suggestions? Is it mandatory to update to 4.11? I’m a 3d artist (not coder) so I would kindly ask you for monkey-proof easy instructions if possible
I’ve just granted you access to the GitHub repository. There are archived all plugin releases so you can download version for UE 4.10. On Sellfy is available only the latest plugin version.
However I suggest you upgrade to 4.11 because UE 4.11 have much improved Android plugin support
Thanks for the GitHub access and the quick answer! I am trying to install the version 4.10 and have the message of “Plugin ‘UniversalMobileAds’ could not be found. Please ensure is properly installed, otherwise consider disabling the plugin for this project”. I am trying on my current game project and also on a new clean one. Tomorrow I’ll try again with a clear head on 4.10 and 4.11 and keep you updated.
Thanks for the help! I am really looking forward to enjoy the plugin
I tried to use this for my iOS game, but the process of installing it turned into a “code-based project”, making it impossible to package and ship without a Mac.
Is there any way around this?
Unfortunately UE4 doesn’t support yet external plugins for packaging iOS project without a remote connection to Mac or without directly building on Mac. RSync from Windows to Mac works good.