MonetizePro

MonetizePro is a production-ready UE4 C++ runtime plugin that adds cross-platform ad monetization to your game without requiring platform-specific Blueprint logic.

Malware-scannedSigned licence keyInstant downloadUpdates included
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Named Ad Unit Registry
Single Blueprint Subsystem
Game Thread Safe Callbacks
Video Lifecycle Events
Runtime Banner Repositioning
Null Provider Fallback
$41.99

MonetizePro is a production-ready UE4 C++ runtime plugin that adds cross-platform ad monetization to your game without requiring platform-specific Blueprint logic.

Define your ad units once in Project Settings. Reference them by name in Blueprint. The plugin automatically resolves the correct SDK and platform ID at runtime.

No hardcoded Ad Unit IDs in Blueprints. No duplicated graphs per platform. No manual thread handling.

24Blueprint nodes
11Events
2Engine builds
3Platforms

Supported Platforms

Win64AdsJumbo C++ SDK (Banner, Interstitial, Rewarded).
AndroidGoogle AdMob 22.6.0 (All 6 formats)
iOSGoogleMobileAds.xcframework v13.1.0 (All 6 formats)

Core Features

Named Ad Unit RegistryDefine placements once in Project Settings and reference them via FName in Blueprint. Change IDs in one place β€” all Blueprints update automatically.
Single Blueprint SubsystemAll ad operations are accessed through the MonetizePro Subsystem. One entry point for loading, showing, and managing ads.
Game Thread Safe CallbacksAll SDK callbacks are marshalled back to the Unreal Game Thread before reaching Blueprint. No manual synchronization required.
Video Lifecycle EventsOnVideoStarted, OnVideoCompleted, OnVideoMuted, OnVideoUnmuted β€” perfect for muting game audio and granting rewards precisely.
Runtime Banner RepositioningMove active banners instantly without destroying and recreating them. No flicker, no reload.
Null Provider FallbackIf no SDK is configured, calls route to a safe stub provider. Projects always compile and run.
Automatic SDK DetectionBuild.cs auto-detects AdsJumbo binaries. If not present, the plugin compiles in stub mode without link warnings.

Ad Formats Supported

  • Banner
  • Interstitial
  • Rewarded
  • Rewarded Interstitial
  • Native
  • App Open

Why MonetizePro?

MonetizePro removes platform complexity from monetization. You design gameplay. The plugin handles SDK integration, threading, and platform resolution.

It is engineered for stability, predictable build behavior, and marketplace-ready deployment.

Blueprint & C++ API

Every call is reachable from more than one place β€” pick the entry point that fits your project:

ClassTypeNodesUse it for
MonetizeProSubsystemGame Instance subsystem20UMonetizeProSubsystem Central manager for all ad operations. Automatically created by UGameInstance. Blueprint quick-start: 1.
MonetizeProBPLibraryFunction library5MonetizePro Blueprint Function Library Static utility nodes exposed to Blueprints. For ad lifecycle operations (Load/Show/Hide), use UMonetizeProSubsystem instead.

Callable runs when executed Β· Pure no exec pin, returns a value

Utility 4

NodeTypeAvailable onDescription
Get MonetizePro Version() β†’ StringPureStaticReturns the MonetizePro plugin version string.
Is Monetization Supported() β†’ BooleanPureStaticReturns true if the current platform supports ad monetization (Win64 with AdsJumbo, or Android/iOS with AdMob).
Get Active Provider Name() β†’ StringPureStaticReturns the display name of the currently active ad provider.
Get Ad Unit ID(Ad Unit Name: Name, Ad Type: Ad Type) β†’ StringPureStaticLook up the platform-correct Unit ID string for a named ad unit. Useful for debugging or passing IDs to third-party code.

Banner 5

NodeTypeAvailable onDescription
Load Banner(Ad Unit Name: Name, Size: Banner Size, Position: Banner Position)CallableStatic SubsystemConvenience: load a banner then show it automatically via OnAdLoaded. Bind the OnAdLoaded event on the subsystem to ShowBanner for full control.
Show BannerCallableSubsystem
Hide BannerCallableSubsystem
Destroy BannerCallableSubsystem
Set Banner Position(Position: Banner Position)CallableSubsystemReposition the banner without reloading it. Can be called at any time after LoadBanner().

Interstitial 2

NodeTypeAvailable onDescription
Load Interstitial(Ad Unit Name: Name)CallableSubsystem
Show InterstitialCallableSubsystem

Native 1

NodeTypeAvailable onDescription
Load Native(Ad Unit Name: Name)CallableSubsystem

Rewarded 2

NodeTypeAvailable onDescription
Load Rewarded(Ad Unit Name: Name)CallableSubsystem
Show RewardedCallableSubsystem

Rewarded Interstitial 2

NodeTypeAvailable onDescription
Load Rewarded Interstitial(Ad Unit Name: Name)CallableSubsystem
Show Rewarded InterstitialCallableSubsystem

App Open 2

NodeTypeAvailable onDescription
Load App Open(Ad Unit Name: Name)CallableSubsystem
Show App OpenCallableSubsystem

MonetizePro 4

NodeTypeAvailable onDescription
Is Ad Ready(Ad Type: Ad Type) β†’ BooleanPureSubsystem
Get Active Provider Name() β†’ StringPureSubsystem
Get Ad Unit ID by Name(Ad Unit Name: Name, Ad Type: Ad Type) β†’ StringPureSubsystemLook up the platform-correct Unit ID for a named ad unit. Returns an empty string and logs a warning if the name is not found.
Get() β†’ Monetize Pro SubsystemPureSubsystemGet the subsystem from any Blueprint using World Context.

Privacy 2

NodeTypeAvailable onDescription
Set GDPR Consent(Consent: Boolean)CallableSubsystem
Set COPPA Compliance(Is Child: Boolean)CallableSubsystem

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParameters
On Ad LoadedAd Type (Ad Type)
On Ad FailedAd Type (Ad Type), Error Message (String)
On Ad ShownAd Type (Ad Type)
On Ad ClosedAd Type (Ad Type)
On Ad ClickedAd Type (Ad Type)
On Ad ImpressionAd Type (Ad Type)
On Reward GrantedReward (Ad Reward)
On Video StartedAd Type (Ad Type)
On Video CompletedAd Type (Ad Type)
On Video MutedAd Type (Ad Type)
On Video UnmutedAd Type (Ad Type)

Options & enums

EnumValues
Ad TypeBanner Interstitial Native Rewarded Rewarded Interstitial App Open
Ad Provider TypeNone (Null Provider) Unity Ads ironSource / LevelPlay AppLovin MAX Meta Audience Network Google AdMob AdsJumbo (Win64 Only)
Banner SizeBanner 320x50 Large Banner 320x100 Medium Rectangle 300x250 Full Banner 468x60 Leaderboard 728x90
Banner PositionTop Center Bottom Center Top Left Top Right Bottom Left Bottom Right

Compatibility

UE 4.27MonetizePro 4.27.zipUE 5.8MonetizePro 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
AndroidPackaged builds
iOSPackaged builds
ModuleTypeLoading phase
MonetizeProRuntimeDefault

Technical details

Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ StandardC++17
Win64Visual Studio 2019 / 2022
AndroidNDK r25b+, Gradle 7+, API 21+
iOSmacOS 13+, Xcode 16+, iOS 13+
Code modules1 β€” MonetizePro (Runtime)
Blueprints0 (pure C++ β€” no content assets)
Network replicatedNo
Target platformsWindows, Android, iOS
Blueprint nodes24
Events11
Documentationindex.html (in the download)
DownloadMonetizePro.zip Β· 78.9 MB

iOS builds must be packaged on macOS.

What's in the download

FileWhat it is
MonetizePro 4.27.zipPlugin build for Unreal Engine 4.27
MonetizePro 5.8.zipPlugin build for Unreal Engine 5.8

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the MonetizePro folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable MonetizePro under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search Utility β€” or include the public headers from C++.
  5. Package for your target platform (Windows, Android, iOS).

Everything included

  • Named Ad Unit Registry
  • Single Blueprint Subsystem
  • Game Thread Safe Callbacks
  • Video Lifecycle Events
  • Runtime Banner Repositioning
  • Null Provider Fallback
  • Automatic SDK Detection
  • 6 ad formats: Banner, Interstitial, Rewarded, Rewarded Interstitial, Native, App Open
  • Win64 (AdsJumbo), Android and iOS (Google AdMob)

Platforms

WindowsiOSAndroid

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows, macOS (iOS builds package on macOS)
  • Blueprints and C++

In the download

FileMonetizePro.zip
FormatZIP
Size78.9 MB
Versionv1.1.0
SHA-2569ae39b656885f1e1…

Personal

$41.99

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
β˜… Most popular

Commercial

$104.99

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

$331.00

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 β€” 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. v1.1.0LatestAug 7, 2026
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, documentation
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Email supportsupport@alphaxp.net β€” include your order reference.
What support coversInstallation help, download or activation problems, and questions about documented behaviour, for your licence term.
Keys & downloadsLost a key or a download link? Everything you bought is in My library.
Refunds & terms14-day refunds from your order page. Refund policy Β· Personal terms Β· Commercial terms Β· Extended terms

Frequently asked

How do I get the files after paying?

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.

Which licence do I need?

Personal β€” One non-commercial project. Commercial β€” Ship paid products. Extended β€” 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 β€” paid licences can be refunded within 14 days, straight from your order page.

Is the download safe?

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

Do I need an account?

No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.

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