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Unable to get AdMob Ads to appear.

Hello, I am using Unreal Engine 4.5 SHA ad6f983 and cannot seem to get ads showing on Android (I am using a Nexus 5).

In my "Project Settings" I have set the "Ad Mob Ad Unit ID" to the tester ID "ca-app-pub-3940256099942544/6300978111".

I have also tried the same tester ID on the "Tappy Bird" example project and the tester ads appear. So I do not think the ID is an issue.

I have called "Show Ad Banner" on event begin play, as well as binding it to a UMG button, both do not seem to work.

Is there any other steps I need to perform to get the ads to appear?

Product Version: Not Selected
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asked Oct 26 '14 at 09:22 PM in Everything Else

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avatar image fluxaxion Oct 27 '14 at 02:21 AM

I created some projects with the Git Source Code as well as the Engine downloaded by the Unreal Engine Launcher. After building, it seems the code projects do not work with ads. However a blueprint only project seems to work.

 Git Source  4.5 SHA ad6f983 | Code Project    | No ads
 UE Launcher 4.5.1           | Code Project    | No Ads
 UE Launcher 4.5.1           | BP Only Project | Ads appear

Am I missing a step in the code projects? Or is this maybe a bug?

avatar image Pesk92 Jul 31 '15 at 09:42 PM

Hi, have you found a way of getting adds on code projects? If you have a solution it would be greatly appreciated if you could share it. Thanks

avatar image tiagoalexandre Jan 10 '16 at 07:02 PM

See this video ADMOB Unreal Engine 4: https://www.youtube.com/watch?v=NWjnPNIWX1s

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4 answers: sort voted first


I narrowed my problem down to the AdMob ad type I was using.

When you reach step 2, make sure to select Banner and not interstitial.

Hope that helps!

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answered Nov 06 '14 at 05:14 AM

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avatar image zaapizoop Dec 19 '15 at 06:05 PM

I have done so but the ads wont appear, can you tell me what you did with umg button and the show ad banner one

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Had the same problem with C++ project (with code, not only with BPs) The solution that works for me is:

1) Open MyProject\Source\MyProject\MyProject.Build.cs

2) Add the following lines:

 if (Target.Platform == UnrealTargetPlatform.Android)
    PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystemGooglePlay", "AndroidAdvertising" });

Hope it will help :)

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answered Feb 17 '16 at 06:18 PM

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avatar image M4dM3ll0n Sep 18 '16 at 02:10 AM

Hey how does the build tool work, will it only work after you package a game or what else do you have to do for it too know that the target platform is android. Does it only work after its been deployed on an android device and then it knows it's android?

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answered Jan 09 '16 at 09:13 PM

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We can help you. Our plugin Universal Mobile Ads for iOS & Android is exactly what you need: https://forums.unrealengine.com/unreal-engine/marketplace/65633-holiday-sale-40-universal-mobile-ads-for-ios-android It includes support for 15 ad networks (more coming soon) and Banners, Interstitials, Rewarded Videos. Plugin was released 2 years ago and was tested in many ways during this time. It's stable, receives update every 1-2 months ,and we provide premium support.

If you have any questions, feel free to ask! :)

Patrick, gameDNA Ltd

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answered Dec 24 '17 at 03:54 PM

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gameDNA studio
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