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 the AppLovinMAXDemo_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
and Source/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):
Open the Constants.h
file under AppLovinMAXDemo/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.
Constants.h
.InterstitialMenu
) and set the AdUnitIdentifier
in the event graph. When the app is running, select the "Use Blueprint" checkbox in the ad format submenu to use the blueprint logic.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