App Open
App Open Ads are lightweight, full-screen ads designed to appear during the startup or resume phases of your game.
They are commonly used when the player launches the app or returns to it from the background, making them an effective yet non-intrusive monetization option.
You can show App Open ads manually at any moment you choose — for example, during the loading screen, splash screen, or before the main menu appears.
Additionally, you can enable Auto Show, which automatically displays an App Open ad each time the player returns to the game from a minimized state.
This ad type is user-friendly and can be closed instantly — it does not require the user to watch it to the end like rewarded ads do,
making it an ideal choice for maintaining a smooth user experience while still increasing revenue.
Load App Open
Loads an App Open ad using the provided Ad Unit ID.
You must successfully load an ad before attempting to display it using the Show App Open function.
If Auto Show mode is enabled, the loaded ad will automatically appear when the app is resumed from a minimized state.
Parameters
1. Ad Unit ID
The unique identifier for your App Open ad placement, as defined in the Google AdMob Console.
2. On Loaded
Called when the ad is successfully loaded and ready to be shown.
3. On Load Failed
Called if the ad fails to load.
This callback returns an EAdErrorCode and a message string describing the reason for failure.
Use it to log errors or retry loading.
Show App Open
Displays a previously loaded App Open ad.
This function can be called manually at any point — for example, when launching the game, after a splash screen, or when returning from a paused state.
If Auto Reload is enabled, the plugin will automatically load a new ad after one has been displayed.
App Open ads are lightweight — they can be closed immediately by the user and do not block gameplay.
Parameters
1. Auto Reload
If enabled, a new App Open ad will automatically load after the previous one is shown.
2. Is Immersive
Enables immersive mode, hiding system UI (like the navigation bar) while displaying the ad.
3. On Started
Triggered when the ad begins showing on screen.
4. On Completed
Triggered when the ad is dismissed or finishes displaying.
5. On Failure
Called if the ad fails to show.
Returns an EAdErrorCode and an error message.
6. On Event
Broadcasts additional ad lifecycle events, such as loading state changes or dismiss actions.
Returns an EFullScreenAdEventType describing the event.
Enable Auto Show App Open
Activates automatic App Open ads that are shown whenever the player returns to the game from a minimized or background state.
When enabled, the system will automatically load and display ads — there is no need to call LoadAppOpen manually.
This is ideal for games that want to display short, non-intrusive ads during app resume without manually managing ad flow.
Parameters
1. Ad Unit ID
The unique identifier for your App Open ad placement.
2. Minimum Interval Seconds
Defines the minimum delay (in seconds) between automatic App Open ads.
This prevents the ad from showing too frequently if the player switches between apps rapidly.
Disable Auto Show App Open
Disables the automatic App Open ad feature that was previously enabled using Enable Auto Show App Open.
After calling this function, ads will no longer be shown automatically when the app is resumed.
You can still display App Open ads manually using the Show App Open function.
Is App Open Ready
Checks whether a app open ad has been successfully loaded and is ready to be shown.
Use this before calling Show App Open to avoid triggering a failed display event.
Return Value
Returns true if a app open ad is successfully loaded and ready to display.
Returns false if no ad is currently loaded.
C++ Usage
All App Open ad functions are also available for use in C++.
You can manually load, show, or automate App Open ads directly through static methods of UAdMobCPPLibrary.
LoadAppOpen
#include "AdMobCPPLibrary.h"
void UMyClass::LoadAppOpen()
{
FOnAppOpenLoadedNative OnLoaded;
OnLoaded.BindLambda([]()
{
UE_LOG(LogTemp, Log, TEXT("App Open ad loaded successfully."));
});
FOnAppOpenLoadFailedNative OnLoadFailed;
OnLoadFailed.BindLambda([](EAdErrorCode Error, const FString& Message)
{
UE_LOG(LogTemp, Error, TEXT("Failed to load App Open ad: %s (Code: %d)"), *Message, static_cast<int32>(Error));
});
UAdMobCPPLibrary::LoadAppOpen(TEXT("ca-app-pub-xxxxxxxxxxxxxxxx/xxxxxxxxxx"), OnLoaded, OnLoadFailed);
}
ShowAppOpen
#include "AdMobCPPLibrary.h"
void UMyClass::ShowAppOpen()
{
FOnAppOpenStartedNative OnStarted;
OnStarted.BindLambda([]()
{
UE_LOG(LogTemp, Log, TEXT("App Open ad started showing."));
});
FOnAppOpenCompletedNative OnCompleted;
OnCompleted.BindLambda([]()
{
UE_LOG(LogTemp, Log, TEXT("App Open ad closed or finished."));
});
FOnAppOpenShowFailedNative OnFailure;
OnFailure.BindLambda([](EAdErrorCode Error, const FString& Message)
{
UE_LOG(LogTemp, Error, TEXT("Failed to show App Open ad: %s (Code: %d)"), *Message, static_cast<int32>(Error));
});
FOnAppOpenEventNative OnEvent;
OnEvent.BindLambda([](EFullScreenAdEventType Event)
{
UE_LOG(LogTemp, Log, TEXT("App Open ad event: %d"), static_cast<int32>(Event));
});
UAdMobCPPLibrary::ShowAppOpen(true, false, OnStarted, OnCompleted, OnFailure, OnEvent);
}
EnableAutoShowAppOpen
#include "AdMobCPPLibrary.h"
void UMyClass::EnableAutoAppOpen()
{
UAdMobCPPLibrary::EnableAutoShowAppOpen(TEXT("ca-app-pub-xxxxxxxxxxxxxxxx/xxxxxxxxxx"), 60);
}
DisableAutoShowAppOpen
#include "AdMobCPPLibrary.h"
void UMyClass::DisableAutoAppOpen()
{
UAdMobCPPLibrary::DisableAutoShowAppOpen();
}
IsAppOpenReady
#include "AdMobCPPLibrary.h"
void UMyClass::CheckAppOpenStatus()
{
bool bIsReady = UAdMobCPPLibrary::IsAppOpenReady();
UE_LOG(LogTemp, Log, TEXT("Is App Open ad ready? %s"), bIsReady ? TEXT("Yes") : TEXT("No"));
}