Ad Banner display issues on Android 7.0+ devices

Currently using the default Android admob support built into UE4, and the ad banner does show up properly on multiple devices ranging from 4.4 - 6.0. However, on at least one device (an older Nexus 6) running 7.0 has the ad appearing at the top left of the screen instead of the bottom of the screen; the banner is not event centered at all the way it would be if it ignored the currently enabled “Show on bottom” bool. Also, on a Nexus 6p running 7.1.1, the ad banner does not show up at all despite having an active data connection.

This issue was originally found in UE4 4.12, which prompted me to update to the most recent official version, and the issue persists. So far, 5 devices with Android 4.4 through 6.0 load the ad banners perfectly, and 2 devices with Android 7.0+ have had issues loading them in.

This also happens with the Play Store version of Tappy Chicken on a 7.0 device.

Update on issue: 7.1.1 devices seem to no longer be affected, but the misaligned ad banner still exists on 7.0. This is going to become a larger issue as the major carriers have started to roll out updates to Galaxy S7 and S7 Edge devices instead of moving forward directly to 7.1.1.

Might be related to this Android bug report:

[link text][1]

GameActivity.java uses Gravity.BOTTOM or Gravity.TOP to place the ad.

One thing to try would be to edit Engine/Build/Android/Java/src/com/epicgames/ue4/GameActivity.java. Look for:

			adPopupWindow.showAtLocation(activityLayout, adGravity, 0, 0);
			adPopupWindow.update();

and change it to:

			adPopupWindow.showAtLocation(activityLayout, adGravity, 0, 0);
			if (ANDROID_BUILD_VERSION != 24) {
				adPopupWindow.update();
			}

https://code…com/p/android/issues/detail?id=221001

Thanks so much for the insight! Unfortunately, I can’t see anything actionable on my end to fix this for UE4 built apps

Edit: That text didn’t show up on mobile when I initially viewed this comment. Going to try this out now.

Seems like that worked! How do I choose your comment as the answer? Gonna test this out on a few different devices, and will update if something gets a little wonky. Thanks so much!

The fix for this issue should be released with our next release as I have just verified out this bug and the code was put in the system. But in the meantime, the work around that provided is sufficient.

Thank you! :slight_smile:

Oh, awesome! Thanks for the heads up. And, yes, 's answer worked incredibly.