Alpha Ads - AdMob Integration

AdMob diagram
AdMob — architecture & feature overview

UE4 4.27UE5.7AndroidiOSBlueprint Readyv1.0

Overview

Alpha Ads - AdMob Integration is a Unreal Engine 4.27 and UE5.7 plugin that provides full Blueprint access to rewarded video, banner, interstitial, native, and app open ads on Android (armv7 + arm64) and iOS.

The plugin acts as an integration bridge to the Google Mobile Ads SDK (Android v23.6.0 / iOS) by Google LLC. No C++ knowledge is required to use this plugin.

Screenshots

Mobile screenshot
Mobile (Android)
Desktop / Editor screenshot
Desktop / Editor Preview

Features

Technical Details

Use the table below when completing the Technical Details section on the Fab product submission page.

FeaturesSee Features section above
Code ModulesAdMob (Runtime)
Number of Blueprints26
Number of C++ Classes5
Network ReplicatedNo
Supported Development PlatformsWindows: Yes   Mac: Yes   Linux: Yes
Supported Target Build PlatformsAndroid (armv7 + arm64), iOS
Documentation LinkSee this page and README.md included in the plugin folder
Example ProjectContact the author via the Fab product page
Important NotesRequires a real Android or iOS device for testing. Emulators/simulators are not supported by ad SDKs.

Third-Party SDK

FieldValue
SDK NameGoogle Mobile Ads SDK (Android v23.6.0 / iOS)
ProviderGoogle LLC
LicenseGoogle Mobile Ads SDK Terms of Service
Android SDKLoaded via Gradle: com.google.android.gms:play-services-ads:23.6.0
iOS SDK LocationSource/ThirdParty/AdMobSDK/iOS/GoogleMobileAds.framework.zip
This plugin integrates the Google Mobile Ads SDK for both Android and iOS. You must independently accept the Google AdMob terms of service and register your own account and App ID at the AdMob dashboard before ads will serve.

Setup Guide

1Copy the plugin — Place the plugin folder inside your project's Plugins/ directory.
2Enable the plugin — Open the editor, go to Edit > Plugins, search for Alpha Ads - AdMob Integration, and enable it. Restart the editor.
3Configure credentials — Go to Edit > Project Settings > Plugins > AdMob and enter your AdMob App ID and Ad Unit IDs.
4Package for Android or iOS — Build the project and package it for Android or iOS Shipping.
iOS Packaging: Requires a Mac with Xcode installed. The iOS SDK framework is bundled at Source/ThirdParty/AdMobSDK/iOS/. The plugin automatically links the required system frameworks (AdSupport, AppTrackingTransparency, StoreKit, etc.) and configures Info.plist entries via the UPL XML file.

Blueprint Usage Guide

All plugin functionality is available from Blueprint. Below is a step-by-step walkthrough of the most common use cases.

Accessing the Plugin (Subsystem)

This plugin provides a Game Instance Subsystem for easy global access. Get it from any Blueprint:

Get Game Instance
  → Get AdMob Subsystem
  → [call any function]
The Subsystem is automatically initialized when the game starts. You do not need to create it manually.

Rewarded Video / Primary Feature - Step by Step

Event BeginPlay
  ↓
Get AdMob Subsystem
  ↓
Bind Event to On Rewarded Video Completed
  ↓
Load Rewarded Video

——— On On Rewarded Video Completed ———————————————————
  ↓
Show Rewarded Video

Event Delegates Reference

Bind to these events before calling load/show functions:

EventWhen it fires
On Rewarded Video CompletedAd/content successfully loaded and ready to show
On Ad Availability ChangedLoad or show failed (bool parameter indicates availability)
Important: Always bind your events before calling Load or Show functions, or you may miss callbacks.

Additional Blueprint Calls

NodeDescription
Load BannerLoad Banner Ad into memory
Show BannerShow Banner at chosen position (Top/Bottom)
Load InterstitialLoad Interstitial Ad
Show InterstitialDisplay Interstitial Ad

Project Settings

All SDK credentials are configured in Edit > Project Settings > Plugins > AdMob. Fill in the following fields before packaging:

All Project Settings fields are read at app startup and injected into the Android manifest (or iOS Info.plist) automatically by the plugin's UPL (Unreal Plugin Language) XML file.

Requirements

RequirementValue
Unreal Engine Version4.27
Target PlatformAndroid (armv7 + arm64), iOS
Min Android SDKAPI 28 (Android 9)
Target Android SDKAPI 30 (Android 11)
Min iOS Version12.0
Development OSWindows, Mac, Linux (iOS packaging requires Mac with Xcode)
Android NDKr21e (as used by UE4 4.27)

Frequently Asked Questions

What engine version is supported?
Unreal Engine 4.27, Android (armv7 + arm64) and iOS.
Does this work with Blueprint-only projects?
Yes. No C++ required.
Plugin not visible in the Plugins list?
Ensure the plugin folder is placed directly inside Plugins/ (not nested inside a subfolder). Restart the editor after enabling.
Ads / features not working on device?
1) Verify all credentials in Edit > Project Settings > Plugins > AdMob. 2) Test on a real Android or iOS device — emulators/simulators are not supported. 3) Check Android logcat or Xcode Console for SDK error messages.
Do I need an AdMob account?
Yes. Register at the AdMob dashboard and obtain your App ID and Ad Unit IDs before ads will serve.
Which SDK version is included?
Android: Google Mobile Ads SDK v23.6.0 loaded via Gradle. iOS: Google Mobile Ads framework at Source/ThirdParty/AdMobSDK/iOS/.
Does this plugin work on iOS?
Yes. This plugin supports both Android (armv7 + arm64) and iOS. iOS packaging requires a Mac with Xcode.
Can I use multiple ad/feature plugins at the same time?
Yes. Each plugin is fully independent and can be enabled alongside other plugins without conflict.
How do I get support?
Contact the author via the Fab product page.

Support & Notes