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! ![]()