How to implement AdMob in iOS
Can anyone tell you where exist a complete tutorial explaining in detail how to implement AdMob in iOS projects using BluePrint? I would like to see a tutorial that shows you how to configure the Google AdMob site to get the ad unit ID, how to implement BluePrint in iOS projects, how to insert the Ads ID within the Project (There is a field to enter the Ad unit in the Android configuration part, but there is no such field in the iOS configuration part. Is the same field that inserts the Android ad unit the same as inserting the iOS ad unit ID?).
asked Apr 13 '17 at 06:49 PM in Using UE4
have a look at this, this plugin implement admob for IOS, you can read the source code then write you own plugin, or direct use it:https://github.com/feixuwu/UnrealEngine4-EZ-Mobile-Ads
answered Jul 01 '17 at 05:52 AM
Admob on Unreal only works for Android. Some time ago, we had iAd, but that was discontinued by Apple, and Epic guys were/are too busy to provide an alternative.
So, if you still want ads on iOS, you will need to create a plugin with iOS libraries yourself. It will have to be using a Mac OS computer and will have to be a C++ project.
There is a plugin in the engine already that does something similar, called TapJoy. But it is pretty broken and I couldn't make it work on an actual device.
An alternative is to pay the expensive plugin out there, but the price is ridiculous.
answered Jun 03 '17 at 10:10 AM
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
answered Dec 24 '17 at 03:31 PM
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