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applovin-max-unreal's Issues

Poor documentation

Why documentation is so poor? You are a billion-dollar company, right?
Your official documentation is so confusing that I barely was able to show ads. But that's without all the setup for GDPR and God knows what other things I have to set up. Probably will take weeks to figure this out. Can't set up mediation for hours now. Other companies' plugin much easier to implement. Only reason to use applovin sdk was Yandex ads. I mean that's ONLY reason.

Shame on you Applovin.

Packing failed when trying to incorporate instructions from prepare mediation network page (META & Applovin SDK & Adapters) for IOS, developing on Mac

MAX Plugin Version

1.4.1-Applovin

Unreal Engine Version

5.1.1

Device/Platform Info

IOS 16.3.1

Current Behavior

HI there, I've documented all my steps I took while having the following issues while following instructions to prepare mediation networks page.

When I package my game for iOS im getting error in ue stating that
warning: directory not found for option '-F/Volumes/SSD1/Users/caataiwi/Library/Games/UE_5.1/Engine/Intermediate/UnzippedFrameworks/AppLovinMediationFacebookAdapter/AppLovinMediationFacebookAdapter.embeddedframework' UATHelper: Packaging (IOS): ld: framework not found AppLovinMediationFacebookAdapter UATHelper: Packaging (IOS): clang: error: linker command failed with exit code 1 (use -v to see invocation)

I checked the directory it's looking for the mediationfacebook adapter, and as you can see in the screenshot below its there, but im not finding it. Can someone help me with this please to see why im getting error and build failed.

image

I do want to add that on step 3 when I ran "Run install_adapters.py to download the adapters." it installed a zip file that was empty, when I tried to click it I said can't open because its empty, so I ended up downloading from you site manually and zipping it up. Here is the zip in screenshot below that I replaced the original zip folder that was generated .

image

this is the download on your site where I got that file from. see screenshot below

image

I also went to facebooks developer site to download the meta audience network sdk, but I when I ran into the first issue, I decided to leave that step out for now so I can isolate each problem im having, ie resolving one issue first.

Expected Behavior

Game should package successfully with applovin and Facebook mediation sdk and adapters.

How to Reproduce

While following instructions to prepare mediation networks in the following page (https://dash.applovin.com/documentation/mediation/unreal/mediation-adapters) I am encountering a few issues. The screenshot below is the steps I'll be following in my guide here:

image

1. In a terminal, I followed instructions and went to the folder to the Source/ThirdParty/IOS/Adapters/ directory in the plugin.
2. While following instructions (Create a Podfile in that directory for the adapters you want to integrate.) I created PodFile and stored it in the directory.

I placed my pod file that I created in this directory , screenshot below:

image

Screenshot below of what I put in my pod file:

image

3. I clicked Run install_adapters.py to download the adapters. Here is screenshot below of the step I took:

image

While running install_adapters.py terminal comes up and I get the following results in terminal

image

4. This is where I will run into my first issue. When I package unreal engine, I get an error stating that the zip file im stating here is empty. Here is the steps and what I did in step 4. While following the instructions to "Copy the build rules generated by install_adapters.py into AppLovinMAX.Build.cs." During this step I have placed the build rules into my AppLovinMax.Build.cs file. see screenshot below box.

image

image

5.

Downloaded the META adapter for mediation. see screenshot

image

image

6 With the download above, I downloaded to my downloads folder, as in the screenshot, and renamed and zipped it to my Plugins..../IOS folder.

image

image

When I build my package I get this error

`

UATHelper: Packaging (IOS): [Upgrade]
UATHelper: Packaging (IOS): Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
UATHelper: Packaging (IOS): Executing up to 6 processes, one per physical core
UATHelper: Packaging (IOS): Requested 1.5 GB free memory per action, 5.77 GB available: limiting max parallel actions to 3
UATHelper: Packaging (IOS): Building 9 actions with 3 processes...
UATHelper: Packaging (IOS): [1/9] Compile MyClass.cpp
UATHelper: Packaging (IOS): [2/9] Compile ReadyPlayer.cpp
UATHelper: Packaging (IOS): [3/9] Compile Module.AppLovinMAX.cpp
UATHelper: Packaging (IOS): [4/9] sh /Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping
UATHelper: Packaging (IOS): ld: framework not found AppLovinMediationFacebookAdapter
UATHelper: Packaging (IOS): clang: error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (IOS): [5/9] sh -c "rm -rf "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping.dSYM"; "/usr/bin/dsymutil" "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping" -f -o "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping.dSYM"" cancelled
UATHelper: Packaging (IOS): [6/9] sh Stripping symbols from /Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/ReadyPlayer-IOS-Shipping cancelled
UATHelper: Packaging (IOS): [7/9] xcrun actool --output-format human-readable-text --notices --warnings --output-partial-info-plist "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Intermediate/IOS/Resources/assetcatalog_generated_info.plist" --app-icon AppIcon --product-type com.apple.product-type.application --target-device iphone --target-device ipad --minimum-deployment-target 15.0 --platform iphoneos --enable-on-demand-resources YES --compile "/Users/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Binaries/IOS/Payload/ReadyPlayer.app" "/Use
rs/caataiwi/Documents/Unreal Projects/ReadyPlayer_Current_5_1_1_current/Intermediate/IOS/Resources/Assets.xcassets" cancelled
UATHelper: Packaging (IOS): [8/9] IOSPostBuildSync Executing PostBuildSync cancelled
UATHelper: Packaging (IOS): [9/9] WriteMetadata ReadyPlayer-IOS-Shipping.target cancelled
PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
UATHelper: Packaging (IOS): Took 32.157023s to run dotnet, ExitCode=6
UATHelper: Packaging (IOS): UnrealBuildTool failed. See log for more details. (/Users/caataiwi/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-ReadyPlayer-IOS-Shipping.txt)
UATHelper: Packaging (IOS): AutomationTool executed for 0h 0m 35s
UATHelper: Packaging (IOS): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (IOS): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6
PackagingResults: Error: Unknown Error
LogDerivedDataCache: /Users/caataiwi/Library/Application Support/Epic/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:02:09.093 and deleted 533 files with total size 55 MiB. Scanned 87254 files in 42330 folders with total size 6201 MiB.`

Additional Info

Please let me know if you need any additional info, I know this is a lot, so I would be happy to make a video listing the steps I took, or if you need me to hop on a call. please let me know if there is anything else I can do or any more info I need to provide. Thanks in advance for your time and consideration.

No response

Crash on SDK initialize

This might sound like a noob question, but: are there any dependencies that need to be taken into account when initializing the SDK ?

I have a project, blueprints only. The project is live on google play, without any other issues.

I'm using UE 4.27.1, AppLovin plugin 1.0.1.

With the demo project provided (no other plugins enabled) I have the same issue, no errors when building, just crash on SDK Initialize.

Thanks

Generating universal APK from bundle problem

MAX Plugin Version

1.1.1

Unreal Engine Version

4.27

Device/Platform Info

Android

Current Behavior

I've faced a problem when trying to build my project for Android using Max plugin.

In Project settings "Generate Bundle" is set to true, but after building my package I get two .aab files: "-arm64.aab" and "-armv7.aab".

But without plugin after building we got one .aab file.

Expected Behavior

I've expected that with "Generate Bundle" is set to true I'll get one .aab file.

How to Reproduce

Build project on Unreal Engine 4.27 for Android with AppLovin's MAX plugin with "Generate Bundle" set to true.

Additional Info

No response

Bug in implementing SKAdNetwork in unreal engine 4.27 , Info.plist Generator bug

MAX Plugin Version

1.1.2

Unreal Engine Version

4.27

Device/Platform Info

IOS, Android

Current Behavior

Issue 1: when I go to the following site I am suppose to click the check boxes (to generate Implement SKAdNetwork code) which should generate the code I need to add to my application, however all the code is showing up, its not filtering by the checkboxes I select. see attached screenshot.
https://dash.applovin.com/documentation/mediation/unreal/getting-started/skadnetwork-info

Issue 2: Im not seeing anywhere in the documentation to implement any of the ad types, (ie banner, interstitial etc) via blueprint, is it possible to do this via blueprint vs c++ code for unreal engine. and if it is not currenlty possible is it currently on the roadmap, as our game studios leverages blueprints only. Many thanks.

bug

Expected Behavior

issue 1: when I click the check boxes to implement SKAdNetwork, the page will only render the SkAdnetworks I choose from the checkboxes, right now its choosing all of them.

issue 2: any blueprint documentation on the site? not seeing any.

How to Reproduce

For issue 1:

  1. go to https://dash.applovin.com/documentation/mediation/unreal/getting-started/skadnetwork-info
  2. click the checkbox for the add networks you are using
  3. then the list below should only show the ad networks you checked in the checkboxes above.

For issue 2: Blueprint instructions should be included on git or on the documentation page for unreal engine.

Many thanks :)

Additional Info

na

Error when integrating Liftoff (Vungle) mediation adapter into an Android app

MAX Plugin Version

2.0.2

Unreal Engine Version

4.27.2

Device/Platform Info

Android

Current Behavior

When packaging for Android with the integration of the Liftoff mediation adapter, an error occurs with the messages "deprecated Gradle features were used in this build, making it incompatible with Gradle 7.0" and "unable to find valid certification path to requested target":
Liftoff package error

Expected Behavior

Successful package for Android with integration of the Liftoff mediation adapter.

How to Reproduce

Add
<AARImports>
<insertValue value="com.applovin.mediation,vungle-adapter,+" /> <insertNewline/>
</AARImports>
into AppLovinMAX_UPL_Android.xml and package for Android.

Additional Info

No response

Error while building in unreal engine 4.27

MAX Plugin Version

1.1.2

Unreal Engine Version

4.27

Device/Platform Info

IOS

Current Behavior

I install the plugin to unreal engine and while trying to build the application I get the following error below. Been trying for all this week and still no avail, any help in the right direction would be greatly appreciated. Thanks - Sarah

image

Expected Behavior

The game/application should build successfully without error, and package successfully

How to Reproduce

  1. First lets down load the plugin. I navigate to the GIT repo, and download the plugin folder
    image

  2. Go to your downloads and find the folder we just downloaded and copy the plugin from the plugin folder
    image

  3. Put the applovin max plugin in your projects plugin folder
    image

  4. Find your [yourgame/appname].target.cs file within your project folder, open with text editor and add the following below

// Add compiler argument to support building on macOS with Xcode 13.3+
bOverrideBuildEnvironment = true;
AdditionalCompilerArguments = "-Wno-unused-but-set-variable";

image

  1. Add AppLovinMAX as a dependency to the PublicDependencyModuleNames array inside of your app’s .Build.cs file:

Add AppLovinMAX as a dependency to the PublicDependencyModuleNames array inside of your app’s .Build.cs file:
for example:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AppLovinMAX" });

Screenshot of me adding it to my app, our public dependency module name line is formatted by default different than yours, so I used it the way my project has it in in default with adding the applovin, input core, engine, and coreuobject. and I also tired it with your exact formate. see below
|
V
image

(I just noticed that after I save this file and re open it, my changes save to the run.build.cs file, however when I try to package the app, and it fails, I go back to the run.build.cs file and it reverts back to default, is that expected? see below for the default that it reverts back to

image

now I try it exactly the way you have it in your instructions, and tried building package and still not working. it still also reverts back to default when package fails.

image

  1. Update your app’s Info.plist in Unreal’s Project Settings with network-specific identifiers. See the SKAdNetwork documentation for instructions.

image

  1. Open your project, to go file > package > IOS

image

  1. After few seconds, I get the following error

to suppress this warning.
UATHelper: Packaging (iOS): Couldn't find PLCrashReporter in folder 'lib-Xcode-13.4.1', using default 'lib-Xcode-12.4'
UATHelper: Packaging (iOS): Compiling against OS Version 12.0 [minimum allowed at runtime]
UATHelper: Packaging (iOS): Parsing headers for run
UATHelper: Packaging (iOS): Running UnrealHeaderTool "/Users/caataiwi/Documents/Unreal Projects/KZ_4.27_Avatar_nov_17_max/run.uproject" "/Users/caataiwi/Documents/Unreal Projects/KZ_4.27_Avatar_nov_17_max/Intermediate/Build/IOS/run/Shipping/run.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -absl
og="/Users/caataiwi/Library/Logs/Unreal Engine/LocalBuildLogs/UHT-run-IOS-Shipping_2.txt" -installed
UATHelper: Packaging (iOS): 2022-11-19 02:18:44.600 UnrealHeaderTool[80304:7868319] [UE4] Looking for binary: ../../../Engine/Programs/UnrealHeaderTool/Config/BinaryConfig.ini
UATHelper: Packaging (iOS): LogInit: Display: Loading text-based GConfig....
UATHelper: Packaging (iOS): Reflection code generated for run in 4.5829604 seconds
UATHelper: Packaging (iOS): Compiling with iPhoneOS SDK 15.5
UATHelper: Packaging (iOS): Zip file: /Users/caataiwi/Documents/Unreal Projects/KZ_4.27_Avatar_nov_17_max/Binaries/IOS/run-IOS-Shipping.dSYM.zip
UATHelper: Packaging (iOS): Adding PostBuildSync action
UATHelper: Packaging (iOS): IOSPlugin: Plugins/Runtime/AR/AppleAR/AppleARKit/Source/AppleARKit/AppleARKit_IOS_UPL.xml
UATHelper: Packaging (iOS): IOSPlugin: Plugins/Marketplace/EasyAdsPro/Source/EasyAds/EasyAds_IOS_UPL.xml
UATHelper: Packaging (iOS): IOSPlugin: Plugins/Marketplace/PsIronSource/Source/PsIronSource/IronSource_APL_IOS.xml
UATHelper: Packaging (iOS): IOSPlugin: ../../../caataiwi/Documents/Unreal Projects/KZ_4.27_Avatar_nov_17_max/Plugins/AppLovinMAX/Source/AppLovinMAX/AppLovinMAX_UPL_IOS.xml
UATHelper: Packaging (iOS): Writing manifest to /Users/caataiwi/Documents/Unreal Projects/KZ_4.27_Avatar_nov_17_max/Intermediate/Build/Manifest.xml
UATHelper: Packaging (iOS): ERROR: Unable to merge actions producing AppLovinSDK.embeddedframework.extracted: prerequisites are different
PackagingResults: Error: Unable to merge actions producing AppLovinSDK.embeddedframework.extracted: prerequisites are different
UATHelper: Packaging (iOS): ERROR: Action graph is invalid; unable to continue. See log for additional details.
PackagingResults: Error: Action graph is invalid; unable to continue. See log for additional details.
UATHelper: Packaging (iOS): Took 9.091533s to run mono, ExitCode=6
UATHelper: Packaging (iOS): UnrealBuildTool failed. See log for more details. (/Users/caataiwi/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-run-IOS-Shipping_2.txt)
UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (iOS): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: AutomationTool was unable to run successfully.
PackagingResults: Error: Unknown Error
LogSlate: Window 'Output Log' being destroyed
LogSlate: Window 'Output Log' being destroyed

image

Additional note: When I remove the plugin and revert all my changes I made, I can successfully package the IOS and upload it to apples test flight.

If anyone can please help us with what we are doing wrong here. I want to note we have't yet implemented any blueprints or code specific to the plugin, we wanted to make sure that we can package the game after we installed the plugin to make sure nothing broke. Thanks in advance for any help you can provide. :)

Additional Info

No response

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