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Unofficial Applovin integration for Unreal Engine

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Unreal AppLovin SDK plugin

Unofficial Applovin SDK integration for Unreal Engine. Plugin also includes several networks integrations.

Applovin Unreal Engine

Integration

Platforms

  • Android
  • IOS

Integrated types of ads

  • Rewarded ads
  • Interstitial

Integrated networks

  • Applovin Network
  • Adcolony
  • Admob
  • Fyber
  • InMoby
  • Ironsource
  • Meta (Facebook)
  • Mintegral
  • Pangle (Bytedance)
  • Smaato
  • TapJoy
  • Vungle
  • UnityAds

How to use

Install

  1. Clone repository or download zip archive. Please note, that repository uses Git LFS for iOS libraries and uassets.
  2. Create AppLovin folder in Plugins folder of your project and place everything there. Path should look like this: Project/Plugins/AppLovin/AppLovin.uplugin.
  3. Regenerate project's files and compile it.
  4. Plugin should enable automatically. But if don't, open editor, and enable it via Plugins manager window.
  5. Fill your networks id's in UPL files.

Setup AppLovin keys for Android

Setup AppLovin keys for IOS

Usage

Plugin initializes automatically. Get AppLovin object to get access to ads. You should be able to get this object from any place.

Note, that in order to get AppLovin object from UObjects, they must have access to a World (GetWorld)

Use Load function to load ad, and when they are loaded, use Show function. You must also pass ad placement UnitID you get from Applovin console. Use delegate events to call your logic after something happend in a plugin. For example ad was loaded of rewarded.

Interstitial

Use Applovin in Blueprints

UAppLovinProxy::GetApplovin()->LoadInterstitial("UnitID_HERE");
UAppLovinProxy::GetApplovin()->ShowInterstitial("UnitID_HERE");

UAppLovinProxy::GetApplovin()->OnInterstitialEvent.AddDynamic(this, &UMySomeObject::OnInterstitialEvent);
UAppLovinProxy::GetApplovin()->OnInterstitialErrorEvent.AddDynamic(this, &UMySomeObject::OnInterstitialErrorEvent);

Rewarded video

Use Applovin in Blueprints

UAppLovinProxy::GetApplovin()->LoadRewardedVideo("UnitID_HERE");
UAppLovinProxy::GetApplovin()->ShowRewardedVideo("UnitID_HERE");

UAppLovinProxy::GetApplovin()->OnRewardedVideoEvent.AddDynamic(this, &UMySomeObject::OnRewardedVideoEvent);
UAppLovinProxy::GetApplovin()->OnRewardedVideoErrorEvent.AddDynamic(this, &UMySomeObject::OnRewardedVideoErrorEvent);

Debuger

Use debugger to check integration and applovin information in development builds.

Use Applovin in Blueprints

UAppLovinProxy::GetApplovin()->ShowDebugger();

Test widget

By default, test widget gets shown in development builds and editor, so you do not see ads when testing your game.

You can enable showing ads in development buils by enabling Use library in dev builds in Project Settins -> Plugins -> AppLovin.

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