This page shows you how to download, import, and configure the AppLovin MAX Unreal plugin.
Install the AppLovin MAX Unreal plugin directly from Fab.
To import the AppLovin MAX Unreal plugin into your project, add AppLovinMAX as a dependency to the PublicDependencyModuleNames array inside of your app’s «projectname».Build.cs file:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AppLovinMAX" });
To receive release updates, subscribe to the AppLovin MAX Unreal plugin GitHub repository.
Bind to the OnSdkInitializedDelegate and initialize the SDK as soon as your app launches, as in the following code sample.
Users have a better experience if mediated networks cache their ad assets. For this reason, always initialize the AppLovin SDK on startup. This gives mediated networks time to cache ads. This is especially important with video ads.

#include "AppLovinMAX.h"
⋮
UAppLovinMAX::OnSdkInitializedDelegate.AddLambda([this](const FSdkConfiguration& SdkConfiguration)
{
// AppLovin SDK is initialized, start loading ads
});
UAppLovinMAX::Initialize(TEXT("«sdk-key»"));
⋮You can find your SDK key in the Account > General > Keys section of the AppLovin dashboard.
In iOS 14, Apple introduced global privacy changes that you must comply with. This section explains how to comply with these changes and thereby avoid a material drop in revenue.
Update your app’s Info.plist in Unreal’s Project Settings with network-specific identifiers.
See the SKAdNetwork documentation for instructions.
Implement the MAX terms & privacy policy flow to integrate compliance with the ATT framework and acceptance of your Terms of Service and Privacy Policy.
You must get consent from your users (in applicable jurisdictions) on behalf of AppLovin’s monetization partners. Then you must pass consent flag values to AppLovin. To learn how to do this, review the Privacy–consent and data APIs documentation.