Alpha Ads - AppLovin Integration is an Unreal Engine 5.7 plugin that provides full Blueprint access to rewarded video, banner, interstitial, native, and app open ads on Android (arm64).
The plugin acts as an integration bridge to the AppLovin MAX Android SDK v12.6.1 by AppLovin Corporation, delivered via Gradle/Maven. No C++ knowledge is required to use this plugin.
Screenshots
Mobile (Android)Desktop / Editor Preview
Features
Rewarded Video ads with adReceived, failedToReceive, completed, and hidden callbacks
Banner Ads with top/bottom position control, show, hide, and destroy support
Interstitial Ads with loaded, failed, shown, closed, and clicked event callbacks
Native Ad support with loaded and failed callbacks
App Open Ad support with full lifecycle events
Ad Impression tracking delegate for all ad types
Game Instance Subsystem for global access
Blueprint Function Library for direct ad calls
Actor Component for per-Actor event delegation
Technical Details
Use the table below when completing the Technical Details section on the Fab product submission page.
Features
See Features section above
Code Modules
AppLovin (Runtime)
Number of Blueprints
26
Number of C++ Classes
5
Network Replicated
No
Supported Development Platforms
Windows: Yes Mac: Yes Linux: Yes
Supported Target Build Platforms
Android (arm64)
Documentation Link
See this page and README.md included in the plugin folder
Example Project
Contact the author via the Fab product page
Important Notes
Requires a real Android device for testing. Emulators are not supported by ad SDKs.
This plugin pulls the AppLovin MAX SDK v12.6.1 via Gradle at build time. You must independently accept the AppLovin terms of service and register your own account and SDK Key / Ad Unit IDs at the AppLovin dashboard before ads will serve.
Setup Guide
1Copy the plugin — Place the plugin folder inside your project's Plugins/ directory.
2Enable the plugin — Open the editor, go to Edit > Plugins, search for Alpha Ads - AppLovin Integration, and enable it. Restart the editor.
3Configure credentials — Go to Edit > Project Settings > Alpha Ads - AppLovin Integration and enter your SDK App ID and Zone/Placement IDs.
4Package for Android — Build the project and package it for Android Shipping.
Blueprint Usage Guide
All plugin functionality is available from Blueprint. Below is a step-by-step walkthrough of the most common use cases.
Accessing the Plugin (Subsystem)
This plugin provides a Game Instance Subsystem for easy global access. Get it from any Blueprint:
Get Game Instance
→ Get AppLovin Subsystem
→ [call any function]
The Subsystem is automatically initialized when the game starts. You do not need to create it manually.
Rewarded Video / Primary Feature - Step by Step
Event BeginPlay
↓
Get AppLovin Subsystem
↓
Bind Event to On Ad Received
↓
Preload Rewarded Video
─── On On Ad Received ─────────────────────
↓
Show Rewarded Video
Event Delegates Reference
Bind to these events before calling load/show functions:
Event
When it fires
On Ad Received
Ad/content successfully loaded and ready to show
On Failed To Receive Ad
Load or show failed (String parameter contains error info)
Important: Always bind your events before calling Load or Show functions, or you may miss callbacks.
Additional Blueprint Calls
Node
Description
Load Banner
Load Banner Ad
Show Banner
Show Banner (Top or Bottom)
Load Interstitial
Load Interstitial Ad
Show Interstitial
Show Interstitial Ad
Project Settings
All SDK credentials are configured in Edit > Project Settings > Alpha Ads - AppLovin Integration. Fill in the following fields before packaging:
App ID / SDK Key — Your application identifier from the AppLovin dashboard.
Zone ID / Placement ID — The specific ad zone or placement for each ad format.
All Project Settings fields are read at app startup and injected into the Android manifest automatically by the plugin's UPL (Unreal Plugin Language) XML file.
Requirements
Requirement
Value
Unreal Engine Version
5.7
Target Platform
Android (arm64)
Min Android SDK
API 26 (Android 8)
Target Android SDK
API 34 (Android 14)
Development OS
Windows, Mac, Linux
Android NDK
r27c (as used by UE5.7)
Frequently Asked Questions
What engine version is supported?
Unreal Engine 5.7, Android (arm64).
Does this work with Blueprint-only projects?
Yes. No C++ required.
Plugin not visible in the Plugins list?
Ensure the plugin folder is placed directly inside Plugins/ (not nested inside a subfolder). Restart the editor after enabling.
Ads / features not working on device?
1) Verify all credentials in Edit > Project Settings > Alpha Ads - AppLovin Integration. 2) Test on a real Android device — emulators are not supported. 3) Check Android logcat for SDK error messages.
Do I need a AppLovin account?
Yes. Register at the AppLovin developer portal and obtain your App ID and any Zone / Placement IDs before ads will serve.
Which SDK version is included?
AppLovin MAX Android SDK v12.6.1, pulled via Gradle dependency com.applovin:applovin-sdk:12.6.1 at build time.
Does this plugin work on iOS?
No. This plugin targets Android only (arm64).
Can I use multiple ad/feature plugins at the same time?
Yes. Each plugin is fully independent and can be enabled alongside other plugins without conflict.
How do I get support?
Contact the author via the Fab product page.
Support & Notes
Always test on a real Android device. Ad SDKs do not serve ads on emulators.
Check Android logcat for detailed SDK error messages during development.
Each ad plugin is independent and can be enabled alongside other plugins simultaneously.
For plugin issues, contact the author via the Fab product page.