Skip to content

Getting Started

Purchase the Plugin

Purchase the plugin on the Fab Marketplace.


Install the Plugin

After purchasing, the plugin can be installed either directly through the Fab website or via the Fab plugin inside Unreal Engine. Once installed, it will appear in your project’s plugin list and can be enabled from there.


Enable Google AdMob Plugin

Once installed, the plugin will be available in Unreal Engine under the Plugins section.
Go to Edit → Plugins, search for "PloxTools: Google AdMob", and make sure it’s enabled.


Disable Any Other AdMob plugins

Make sure that no other Google AdMob-related plugins are active, as they may override or conflict with this plugin.
Go to Edit → Plugins and disable any third-party Google AdMob plugins.


Disable Built-in AdMob in Unreal Engine

Unreal Engine includes its own legacy AdMob integration, which conflicts with the PloxTools: Google AdMob plugin.
To avoid duplicate dependencies and manifest entries, you need to disable the built-in AdMob option:

  1. Open Project Settings → Android → Google Play Services.
  2. Turn off the option Include AdMob support for ads.
  3. Make sure the AdMob App ID and old ad unit settings are left empty.

Create and Register Your AdMob Account

To use AdMob in your project, you must have an active Google AdMob account.
If you haven’t created one yet, you will need to register and add your application before integrating ads.

  1. Go to the AdMob Website.
  2. Sign in with your Google developer account and complete the registration process.
  3. In the AdMob dashboard, select Apps → Add App.
  4. Add your game: Choose whether it is already published on Google Play. Enter the app name and platform (Android).
  5. After the app is created, you can find AdMob App ID and create Ad Unit IDs (banner, interstitial, rewarded, etc.).

Find Your AdMob App ID

Each application in AdMob has its own unique App ID, which is required for initializing the SDK in Unreal Engine.

To find it:

  1. Open the AdMob dashboard.
  2. Go to Apps and select your application.
  3. Navigate to App settings.
  4. Your AdMob App ID will be displayed at the top of the page.
  5. Copy the App ID — you will need it in the plugin settings inside Unreal Engine.

Insert Your App ID in the Plugin Settings

Once you have copied your AdMob App ID, you need to add it to the plugin configuration inside Unreal Engine.

  1. Open Project Settings.
  2. Navigate to Plugins → PloxTools: Google AdMob → AdMob Settings.
  3. Find the field App ID.
  4. Paste your AdMob App ID into this field.

The plugin will automatically inject this ID into the AndroidManifest during packaging.


Using AdMob Nodes in Blueprints

Once the plugin is enabled, all available AdMob functions become accessible directly in Blueprints.

To view them:

  1. Right-click anywhere in the Blueprint graph.
  2. Use the search bar or scroll through the action list.
  3. Open the AdMob category — it contains all functions provided by the plugin.

Enable C++ Access (Optional)

If you plan to call the plugin directly from C++ code, you need to include its module in your project’s Build.cs file.

Open your project’s *.Build.cs file and add "PloxToolsAdMob" to the public dependency modules list:

PublicDependencyModuleNames.AddRange(new string[] { 
"Core", "CoreUObject", "Engine", "InputCore", 
"EnhancedInput", "PloxToolsAdMob" });

Once the module is added, you can include the plugin’s header in your C++ classes:

#include "AdMobCPPLibrary.h"

After that, the plugin’s functions will be available for direct use in your code. To view all available methods, simply Ctrl + Left Click on AdMobCPPLibrary.h — this will open the header file with the full list of exposed functions.


Once these steps are complete, the plugin is ready to use in your project.