Alpha Ads - AppLovin Integration

AppLovin diagram
AppLovin — architecture & feature overview

UE4 4.27UE5.7AndroidBlueprint Readyv1.0

Overview

Alpha Ads - AppLovin 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).

The plugin acts as an integration bridge to the AppLovin Android SDK v6.3.2 by AppLovin Corporation. 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 ModulesAppLovin (Runtime)
Number of Blueprints26
Number of C++ Classes5
Network ReplicatedNo
Supported Development PlatformsWindows: Yes   Mac: Yes   Linux: Yes
Supported Target Build PlatformsAndroid (armv7 + arm64)
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 device for testing. Emulators are not supported by ad SDKs.

Third-Party SDK

FieldValue
SDK NameAppLovin Android SDK v6.3.2
ProviderAppLovin Corporation
LicenseAppLovin SDK License Agreement
SDK File LocationSource/ThirdParty/AppLovinSDK/AppLovinSDK.jar
This plugin bundles the precompiled AppLovin SDK v6.3.2. You must independently accept the AppLovin terms of service and register your own account and App ID at the vendor website 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 - AppLovin Integration, and enable it. Restart the editor.
3Configure credentials — Go to Edit > Project Settings > Alpha Ads - AppLovin Integration and enter your SDK App ID and Zone/Placement IDs.
4Package for Android — Build the project and package it for Android Shipping.

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 AppLovin 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 AppLovin Subsystem
  ↓
Bind Event to On Ad Received
  ↓
Preload Rewarded Video

─── On On Ad Received ─────────────────────
  ↓
Show Rewarded Video

Event Delegates Reference

Bind to these events before calling load/show functions:

EventWhen it fires
On Ad ReceivedAd/content successfully loaded and ready to show
On Failed To Receive AdLoad or show failed (String parameter contains error info)
Important: Always bind your events before calling Load or Show functions, or you may miss callbacks.

Additional Blueprint Calls

NodeDescription
Load BannerLoad Banner Ad
Show BannerShow Banner (Top or Bottom)
Load InterstitialLoad Interstitial Ad
Show InterstitialShow Interstitial Ad

Project Settings

All SDK credentials are configured in Edit > Project Settings > Alpha Ads - AppLovin Integration. Fill in the following fields before packaging:

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

Requirements

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

Frequently Asked Questions

What engine version is supported?
Unreal Engine 4.27, Android (armv7 + arm64).
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 > Alpha Ads - AppLovin Integration. 2) Test on a real Android device — emulators are not supported. 3) Check Android logcat for SDK error messages.
Do I need a AppLovin account?
Yes. Register at the AppLovin developer portal and obtain your App ID and any Zone / Placement IDs before ads will serve.
Which SDK version is included?
AppLovin Android SDK v6.3.2. Located at Source/ThirdParty/AppLovinSDK/AppLovinSDK.jar inside the plugin folder.
Does this plugin work on iOS?
No. This plugin targets Android only (armv7 + arm64).
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