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Alpha Ads - AdMob Integration

UE4 integration bridge for the Google AdMob ad network on Android and iOS.

Malware-scannedSigned licence keyInstant downloadUpdates included
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$11.99

Monetize your Unreal Engine mobile games with Google AdMob — Rewarded Video, Banner, Interstitial, Native, and App Open ads, fully driven from Blueprint or C++..

Alpha Ads - Google AdMob Integration is a complete, drop-in monetization plugin that bridges the Google Mobile Ads (AdMob) SDK into Unreal Engine for Android and iOS. Load, show, and react to ads without writing a single line of native Java or Objective-C — every call and every callback is exposed as a clean Blueprint node and a C++ API.

Configure everything once in Project Settings, then call ads from anywhere through a Game Instance Subsystem, a spawnable Actor Component, or static Blueprint function nodes. Bind to lifecycle events to drive your UI, grant rewards, and track impressions..

AD FORMATS (5)

• Rewarded Video — Load, Show, and check Is Ready; fires a reward callback with the reward amount.

• Banner — Load, Show, Hide, Destroy; choose size and on-screen position at runtime.

• Interstitial — Load, Show, and check Is Ready; full-screen between-level ads.

• Native — Load native placements that blend with your UI.

• App Open — Load, Show, and check Is Ready; show an ad on app launch / resume.

HOW YOU CALL IT (4 access paths)

• AdMob Subsystem (Game Instance Subsystem) — global, world-context access to every ad call and every event delegate. "Get AdMob Subsystem" from any Blueprint and go.

• AdMob Component (Actor Component, BlueprintSpawnableComponent) — drop it on any actor to bind ad events locally.

• AdMob Functions — static Blueprint-callable nodes for every load/show/state call.

• AdMob Blueprint Library — static utility helpers (version, support checks, runtime privacy toggles).

BLUEPRINT / C++ FUNCTIONS

Rewarded Video:

• Load Rewarded Video

• Show Rewarded Video

• Is Rewarded Video Ready (pure)

Banner:

• Load Banner

• Show Banner

• Hide Banner

• Destroy Banner

• Set Banner Position

• Set Banner Size (apply before Load Banner)

Interstitial:

• Load Interstitial

• Show Interstitial

• Is Interstitial Ready (pure)

Native Ad:

• Load Native Ad

App Open Ad:

• Load App Open Ad

• Show App Open Ad

• Is App Open Ad Ready (pure)

Utility (Blueprint Library):

• Is AdMob Supported (pure)

• Get AdMob Version (pure)

• Get AdMob Provider Name (pure)

• Get AdMob Ad Unit Id (by ad type) (pure)

• Is AdMob Test Mode (pure)

• Set AdMob GDPR Consent (runtime)

• Set AdMob COPPA Compliance (runtime)

EVENTS / DELEGATES (bind in Blueprint)

Rewarded Video:

• On Ad Availability Changed (bool Availability)

• On Rewarded Video Completed (int32 Reward)

Banner:

• On Banner Loaded

• On Banner Failed (Error string)

• On Banner Clicked

Interstitial:

• On Interstitial Loaded

• On Interstitial Failed (Error string)

• On Interstitial Shown

• On Interstitial Closed

• On Interstitial Clicked

Native Ad:

• On Native Ad Loaded

• On Native Ad Failed (Error string)

App Open Ad:

• On App Open Ad Loaded

• On App Open Ad Failed (Error string)

• On App Open Ad Shown

• On App Open Ad Closed

General:

• On Ad Impression (Ad Type string)

PROJECT SETTINGS (Project Settings > Plugins > AdMob)

App:

• App Id

• Rewarded Video Ad Unit Id

Ad Units:

• Banner Ad Unit Id

• Interstitial Ad Unit Id

• Native Ad Unit Id

• App Open Ad Unit Id

Banner:

• Default Banner Size

• Default Banner Position

Privacy & Compliance:

• GDPR Consent Granted

• COPPA Compliant

Debug:

• Test Mode

• Verbose Logging

All settings are saved to DefaultEngine.ini and injected into the Android manifest automatically at build time.

OPTIONS / ENUMS

Banner Size:

• Banner 320x50

• Large Banner 320x100

• Medium Rectangle 300x250

• Full Banner 468x60

• Leaderboard 728x90

Banner Position:

• Top Center

• Bottom Center

• Top Left

• Top Right

• Bottom Left

• Bottom Right

TECHNICAL DETAILS

• Engine: Unreal Engine 5.7

• Platforms (ad delivery): Android, iOS

• Development platforms: Windows, Mac

• Code Modules: 1 — AdMob (Runtime)

• Number of Blueprints: 0 (pure C++; contains no content assets)

• Number of C++ Classes: 9 (AdMobBPLibrary, AdMobComponent, AdMobFunctions, AdMobSettings, AdMobSubsystem, AdMobTestGameMode, AdMobTestWidget, plus the IAdMob interface and FAdMob module)

• Network Replicated: No

• Cross-platform-safe: compiles into Windows, Mac, and Linux editor and packaged builds as a no-op, so desktop pipelines keep building.

• Third-party SDK: Google Mobile Ads SDK — Android v21.5.0, iOS v11.13.0 (Google LLC). Fetched via Gradle/Maven (Android) and CocoaPods (iOS) at build time; no Google source code is distributed with this plugin.

SETUP

1. Enable the plugin and restart the editor.

2. Open Project Settings > Plugins > AdMob and enter your App Id and Ad Unit IDs; set Test Mode while developing.

3. Set your GDPR / COPPA flags (or toggle them at runtime via the Blueprint Library).

4. From the AdMob Subsystem (or AdMob Component / Functions), call Load then Show for the format you want, and bind to its events.

5. Package for Android or iOS.

Documentation: https://alpha-xp5-ai.github.io/advertisement/

NOTES

• An AdMob account and valid Ad Unit IDs are required. Always test with Google's official test ad unit IDs (or enable Test Mode) before going live.

• Ads serve only on Android and iOS devices; desktop builds compile the plugin as a no-op.

• Built-in GDPR consent and COPPA compliance flags, configurable in settings and at runtime.

Everything included

UE4 integration bridge for the Google AdMob ad network on Android and iOS.

Platforms

WindowsiOSAndroid

Requirements

  • Unreal Engine 4.27 and 5.8
  • Blueprints and C++

In the download

FileAdMob.zip
FormatZIP
Size13.6 MB
Versionv1.0.0
SHA-25627ae4c744f7ff3c1…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
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Commercial

$44.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
  • Priority support
  • Source files
  • 14-day refund window
Read the Commercial terms

Extended

$142.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key — 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0LatestJul 21, 2026
    • Unreal Engine 4.27 and 5.8
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Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.

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Personal — One non-commercial project. Commercial — Ship paid products. Extended — Resell & white-label. The Licences tab compares them side by side.

On how many devices can I activate it?

1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.

How long do I get updates?

Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.

Can I get a refund?

Yes — paid licences can be refunded within 14 days, straight from your order page.

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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features → In the download, so you can verify the file you receive.

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