Where to get Games App ID to serve ads ? Soo confusing.

Hi!
I tried to setup my project according to Using Ad Mob for In-Game Ads on Android with Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

I don’t get it - where I should see Games App ID ?
if I don’t have it in the Settings → Game projects in Google Play Console.

Does that mean that I can not have ad if my app is not in the Game projects ? Do you know how to add it there ?

I am really confused since AdMob shows me that “Ad serving enabled” and my app is verified, but I don’t see ad banner and not sure how to fix it.

Please help! Thanks!

This drove me insane for quite a while. For mine, My game was set up as an “App” not a “Game” when I put it onto the Google play console, so it won’t appear in game projects.

Head to dashboard and click your app, go to grow users>store settings>app category.

It looks like this.

Then click edit, and it should take you through changing it over.

Hopefully this helps. :slight_smile:

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Hi! Thanks for the info!
Actually I’ve found that App ID should be taken from Google AdMob.
But I can’t setup UE 5.5 to start ads properly, seems like it is completely broken now.

Did you manage to setup it ?

I’ve been absolutly baffled by how to set up adverts for the last week or so. Im following this today in hopes of getting further with it. Link

Ill give you a shout if I get anywhere with it.

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Thanks! I think it makes sense to just create own plugin to make calls to Android SDK. Do you know where to put APL file with my plugin ? For now UE just ignores it.

It should be noted that I failed in this, so My advice is rough at best.

But heres some of the directories

UPL files go here - {Yourproject}\Build\Android

This is what My build.cs Looks like to aim the directory for UPL.

Summary

using UnrealBuildTool;
using System.IO;

public class {Yourproject} : ModuleRules
{
public {Yourproject}(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    // Add Public dependencies
    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

    // Uncomment if using Slate UI
    // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

    // For online features
    PrivateDependencyModuleNames.Add("OnlineSubsystem");

    if (Target.Platform == UnrealTargetPlatform.Android)
    {
        PublicDependencyModuleNames.Add("Launch");
        PrivateDependencyModuleNames.Add("OnlineSubsystemGooglePlay");

        // Set the correct path to the UPL file
        string PluginPath = Path.Combine(ModuleDirectory, "..", "..", "Build", "Android", "AndroidAds_UPL.xml");
        AdditionalPropertiesForReceipt.Add("AndroidPlugin", PluginPath);
    }
}

}

And the AndroidAdvertising APL is here

D:\Epic\UE_5.5\Engine\Source\Runtime\Advertising\Android\AndroidAdvertising


I will add that out of everything I’ve done with unreal.
Trying to get AdMob to work was by far the worst experience I’ve had, It’s so needlessly difficult, The requirements so oddly specific and is absolutely neglected by unreal.

I wish you the best of luck getting it to work! :saluting_face: