AppLovin MAX Unreal Plugin for Android and iOS.
Please check out our documentation to get started on integrating and enabling mediated networks using our guides.
The plugin is contained in AppLovinMAX/
. The AppLovinMAXDemo_5.2/
directory contains the demo app for UE5.
To get started with the demo app, follow the instructions below:
-
Clone this repository. Move the
AppLovinMAX/
plugin directory into theAppLovinMAXDemo_X.X/Plugins/
directory of the demo project compatible with your version of Unreal Engine.Your directory structure should appear as follows:
AppLovinMAXDemo_X.X/ ├─ Config/ ├─ Content/ ├─ Plugins/ │ ├─ AppLovinMAX/ │ │ ├─ AppLovinMAX.uplugin │ │ │ ... ├─ Source/ │ ...
-
Open the demo project in Unreal Engine.
If you're building on macOS with Xcode 13.3+, uncomment the following lines in
Source/AppLovinMAXDemo.Target.cs
andSource/AppLovinMAXDemoEditor.Target.cs
to compile the project:if ( Target.Platform == UnrealTargetPlatform.IOS || Target.Platform == UnrealTargetPlatform.Mac ) { bOverrideBuildEnvironment = true; AdditionalCompilerArguments = ...; }
-
Under Edit > Project Settings > Platforms, modify the settings for your desired mobile platform(s):
- Android:
- Under APK Packaging, click Configure Now if the project is not configured for the Android platform.
- Update the Android Package Name with the unique identifier associated with the app you will create or have already created in the MAX dashboard.
- iOS:
- Under Bundle Information, update the Bundle Identifier with the unique identifier associated with the app you will create or have already created in the MAX dashboard.
- Under Build, enable Automatic Signing and enter your IOS Team ID.
- Android:
-
Open the
Constants.h
file underAppLovinMAXDemo/Source/AppLovinMAXDemo/Public/
. -
Update the
SdkKey
value with the AppLovin SDK key associated with your account. -
Update the MAX ad unit IDs for the ad formats you would like to test. Each ad format will correspond to a unique MAX ad unit ID you created in the AppLovin dashboard for the bundle ID used before. The demo app includes examples for both C++ and blueprint integrations.
- C++: Update the values in
Constants.h
. - Blueprints: Open the widget blueprint for the corresponding ad format in the UE Editor (e.g.,
InterstitialMenu
) and set theAdUnitIdentifier
in the event graph. When the app is running, select the "Use Blueprint" checkbox in the ad format submenu to use the blueprint logic.
- C++: Update the values in
-
Deploy the demo app to a platform using the Platforms button in UE5. Alternatively, package the project for a specific platform under File > Package Project...
MIT