Universal Mobile Ads is a plugin for Unreal Engine 4 that enables the MoPub ad mediation system for ios & Android.

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2 Contents 1. License Introduction Supported Ad Formats... 5 a. Banner... 5 b. Interstitial... 5 c. Rewarded Video Supported Ad Networks Getting started Configure MoPub Ad Mediation Configure Ad Networks a. AdMob b. AdColony c. Chartboost d. Conversant Media (Greystripe) e. Facebook Audience Network f. iad (ios only) g. InMobi h. Millennial Media i. TapJoy j. Unity Ads k. Vungle Blueprint implementation C++ implementation... 27

3 1. License Copyright 2016 gamedna studio. All rights reserved. gamedna studio grants you a non-exclusive, non-transferable, non-sublicensable license for a single User to use, reproduce, display, perform, and modify the Universal Mobile Ads for Unreal Engine 4 for any lawful purpose (the "License"). The License becomes effective on the date you buy Universal Mobile Ads for Unreal Engine 4. The License does not grant you any title or ownership in the Licensed Technology. You may Distribute the Universal Mobile Ads for Unreal Engine 4 incorporated in object code format only as an inseparable part of a Product to end users. The Product may not contain any Plugin Content in uncooked source format. Unreal is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal Engine, Copyright , Epic Games, Inc. All rights reserved. 2. Introduction Universal Mobile Ads is a plugin for Unreal Engine 4 that enables the MoPub ad mediation system for ios & Android. Ad Mediation lets you serve ads to your games from multiple sources. Mediation helps maximize your fill rate and increase your monetization by sending ad requests to multiple networks to ensure you find the best available network to serve ads. Required Unreal Engine 4.10 or above because of Android Plugin support! Current plugin version: 1.3 Support: [email protected] FEATURES: All features are exposed to Blueprints. Out of the box for mobile platforms: ios & Android (HTML5 is planned in the near future). No additional libraries are needed! 11 ad networks supported (more coming soon). Some of these networks can be enabled or disabled in plugin settings. Supported ad formats: Banner, Interstitial, Rewarded Video (Native Ads are planned).

4 What is Ad Mediation? Ad Mediation lets you serve ads to your games from multiple sources. Mediation helps maximize your fill rate and increase your monetization by sending ad requests to multiple networks to ensure you find the best available network to serve ads. Most mobile publishers have more inventory than they can sell through one ad network or their direct sales team. To maximize fill rates and sell more of their inventory, most publishers work with multiple ad networks at the same time. Ad network performance can also vary for a given publisher, with some offering better performance in a particular geography or industry than another. This means some ad networks will produce more revenue for a publisher than others. With ad mediation, you can match the right ad networks to the right inventory and monetize more of their impressions. Mediation increases fill rates, maximizes ecpms, and helps you get the most revenue possible from every impression, making it a critical monetization solution for you. How Mobile Ad Mediation Works? Ad Mediation is technology that sends ad requests to multiple ad networks to ensure you find the best available network to fill your ad slots. First, you rank ad networks in order of preference. Second, the mediation platform tries the top ad network. If the top ad network can t fill the ad request, the mediation platform tries the next preferred ad network until it fills the request. For each ad request, the mediation platform chooses the ad network that best matches your priorities. You can choose the highest revenue option and prioritize the ad network that offers the highest ecpm. Alternatively, you may give preference to a specific ad network for ad requests coming from that ad network s country of origin. Key technical benefit of ad mediation is the ability to centralize access to ad networks with just one SDK, instead of managing hundreds of SDK integrations directly. The single SDK approach allows you to add and remove ad networks through the ad mediation platform, instead of pushing out an app update to all app stores. 1 1 Based on

5 3. Update from previous versions to Delete from your project path following folders and files: Plugins/UniversalMobileAds Build/Android/JavaLibs/millennial-media Build/Android/JavaLibs/unity-ads Build/Android/libs/android-support-v4.jar In UE 4.11, these folders are automatically copied to Intermediate folder during building so it s no longer needed to place them manually. 2. Install plugin as described in paragraph Supported Ad Formats The Universal Mobile Ads plugin supports 3 different ad formats: banners, interstitials, and rewarded videos. a. Banner Banner ad is a simple rectangular format which appear at the top or bottom of your game s screen. b. Interstitial Interstitial ad provides full-screen experiences, commonly incorporating rich media to offer a higher level of interactivity than banner ads. Interstitials are typically shown during natural transitions in your game, such as on launch, after completing a level, or while your game is downloading content from the Internet.

6 c. Rewarded Video Rewarded video ads are a great way to offer users an incentive to stay engaged in your game, while earning more ad revenue. The reward generally comes in the form of in-game currency (gold, coins, power-ups) and is distributed to the user after a successful video completion. It s recommended to placing rewarded video ads where your users are already engaging with in-app purchases or in locations where users may be seeking an in-app reward, such as the end of a game or at currency redemption points. Once your users have finished watching the video ad, you can designate the reward they will receive.

7 5. Supported Ad Networks Not all networks are supported on both platforms and not all ad formats are available for specified networks. The table below shows which ad networks and which ad formats are supported on which platforms. Banner Interstitial Rewarded Video AdColony Chartboost Facebook Google AdMob Conversant (Greystripe) iad InMobi Millennial Media TapJoy Unity Ads Vungle

8 6. Getting started 1. Unpack the plugin archive. 2. Copy Plugins folder to main path of your project. 3. VERY IMPORTANT! Delete google-play-services_lib_rev19 folder from the following path: Engine/Build/Android/Java/JavaLibs. 4. Copy the Engine folder to the Unreal Engine installation folder (it includes the newest Google Play Services library). 5. Enable Universal Mobile Ads in Edit -> Plugins -> Advertising -> Universal Mobile Ads. 6. Android configuration: a) Go to Project Settings -> Platforms -> Android and change Minimum SDK Version to 15 and Target SDK Version to 22. b) Go to Project Settings -> Platforms -> Android SDK and change SDK API Level to android-22 and NDK API Level to android-19. c) If you don t have installed SDK Version 22, you should install it by Android SDK Manager (typical path C:/NVPACK/android-sdk-windows/SDK Manager.exe). d) Open C:/NVPACK/android-sdk-windows/tools/ant/build.xml (or equivalent AndroidWorks installation path for you) and change lines:

9 <property name="java.target" value="1.5" /> <property name="java.source" value="1.5" /> to: <property name="java.target" value="7" /> <property name="java.source" value="7" /> 7. ios configuration: a) Go to Project Settings -> Platforms -> ios. b) Paste the following code to field called Additional Plist Data: <key>nsapptransportsecurity</key><dict><key>nsallowsarbitraryloads< /key><true/></dict> c) Change Minimum OS Version to 7.0. d) Open your project s *.Target.cs file and override SetupGlobalEnvironment like this: public override void SetupGlobalEnvironment( TargetInfo Target, ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration, ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration ) { if (Target.Platform == UnrealTargetPlatform.IOS) { OutLinkEnvironmentConfiguration.AdditionalArguments += " -ObjC"; } } 8. Go to Project Settings -> Plugins -> Universal Mobile Ads and select ad networks that should be enabled.

10 9. Next step is configuration of the MoPub platform as described in the Configure MoPub Ad Mediation.

11 7. Configure MoPub Ad Mediation Free account on the MoPub Mediation Ad Platform is necessary to use the Universal Mobile Ads plugin. 1. Please go to and click on Get Started to create a new account.

12 2. Log in and configure your account. 3. Now you can see your dashboard of the MoPub platform. 4. Go to Inventory -> Add a New App. Each platform needs a new app entry on MoPub platform so if you have Android and ios version of your game, you should add 2 apps. More info about adding an application you can find here.

13 5. Click on the app in order to see app details and then on the Add an Ad Unit button. You should add at least 3 ad units per 1 platform: banner, fullscreen (interstitial), and rewarded video. So if you have 2 platforms, you need to add 6 ad units in total. More info about creating ad unit you can find here. After that you will see something like this in the Inventory tab (example for Chasing Robbers game): 6. Next step is a configuration of ad networks as described in the Configure Ad Networks.

14 8. Configure Ad Networks Please configure only these ad networks which you want to use in your game. Only 1 ad network is required to display ads in your game but you can use all of them to maximize revenue. a. AdMob 1. Go to to create and configure a new account. 2. Click on Monetize new app and add a new app (one app for one platform). 3. View the added app and click New ad unit. 4. Add 2 new ad formats for each app: banner and interstitial. 5. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 6. In the modal dialog select AdMob. 7. Next enter the specified Ad Unit IDs for the corresponding previously created formats on AdMob.com 8. Click on the Go to Network Detail Page button. 9. Click on the Run button.

15 10. Go to the Networks tab and click on Segments -> Global Segment. 11. Uncheck the Status: Running filter. 12. Find AdMob for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 13. Check all AdMob ad units and click Play. 14. Congratulations! Your first ad network is integrated :) b. AdColony 1. Go to to create and configure a new account. 2. Setup a new app (one app for one platform). 3. Create 2 zones for each app: Preroll/Interstitial and Value Exchange/V4VC (Rewarded video). 4. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 5. In the modal dialog select Custom Native Network.

16 6. Next enter AdColony in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from AdColony. AD FORMAT ios Interstitial ios Rewarded Video Android Interstitial Android Rewarded Video CUSTOM EVENT CLASS AdColonyInterstitialCustomE vent AdColonyRewardedVideoCus tomevent com.mopub.mobileads.adcol onyinterstitial com.mopub.mobileads.adcol onyrewardedvideo CUSTOM EVENT CLASS DATA {"clientoptions":"version:1.0, store:apple", "appid":"<enter you AdColony AppId>", "zoneid":"<enter Zone ID>", "allzoneids":["<enter all Zone IDs for this app>"]} {"clientoptions":"version:1.0, store:apple", "appid":"<enter you AdColony AppId>", "zoneid":"<enter Zone ID>", "allzoneids":["<enter all Zone IDs for this app>"]} {"clientoptions":"version:1.0, store:google", "appid":"<enter you AdColony AppId>", "zoneid":"<enter Zone ID>", "allzoneids":["<enter all Zone IDs for this app>"]} {"clientoptions":"version:1.0, store:google", "appid":"<enter you AdColony AppId>",

17 "zoneid":"<enter Zone ID>", "allzoneids":["<enter all Zone IDs for this app>"]} 7. Click on the Go to Network Detail Page button. 8. Click on the Run button. 9. Go to the Networks tab and click on Segments -> Global Segment. 10. Uncheck the Status: Running filter. 11. Find AdColony for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 12. Check all AdColony ad units and click on Play. 13. Congratulations! AdColony is integrated! :) c. Chartboost 1. Go to to create and configure a new account. 2. Setup a new app (one app for one platform). 3. Click Campaigns -> Publishing. 4. Click on the button Add Campaign -> Network Publishing and then choose AdType -> Static Interstitial. 5. Repeat step 4 for AdTypes: Video Interstitial and Rewarded Video. 6. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 7. In the modal dialog select Chartboost. 8. Next enter App ID, App Signature and Location into the text boxes for each ad unit where you want to receive ads from Chartboost. You can find these IDs on in Tools -> SDK Integration. Location can be any word but is needed to tracking and analytics. 9. Click on the Go to Network Detail Page button. 10. Click on the Run button. 11. Go to the Networks tab and click on Segments -> Global Segment. 12. Uncheck the Status: Running filter. 13. Find Chartboost for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 14. Check all Chartboost ad units and click on Play. 15. Congratulations! Chartboost is integrated! :)

18 d. Conversant Media (Greystripe) 1. Go to and click on the button Media Publisher to create and configure a new account. 2. Click on Sites & Apps and setup a new app (one app for one platform). 3. Go to Ad Code -> Mobile Apps and save Application ID for each app. 4. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 5. In the modal dialog select Conversant. 6. Next enter App ID into the text boxes for each ad unit where you want to receive ads from Conversant Media. App ID is the same for all ad units on one platform. 7. Click on the Go to Network Detail Page button. 8. Click on the Run button. 9. Click once more on the Networks tab and then the Add a Network button. 10. In the modal dialog select Custom Native Network. 11. Next enter Conversant Media Native in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from Conversant Media. AD FORMAT ios Interstitial ios Banner Android Interstitial CUSTOM EVENT CLASS GreystripeInterstitialCustomEvent GreystripeBannerCustomEvent com.mopub.mobileads.greystripei nterstitial CUSTOM EVENT CLASS DATA {"GUID":"<enter your App ID for specified platform>"} {"GUID":"<enter your App ID for specified platform>"} {"GUID":"<enter your App ID for specified platform>"} 12. Click on the Go to Network Detail Page button. 13. Click on the Run button. 14. Go to the Networks tab and click on Segments -> Global Segment. 15. Uncheck the Status: Running filter. 16. Find Conversant Media (Greystripe) and Conversant Media Native for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 17. Check all Conversant Media (Greystripe) and Conversant Media Native ad units and click on Play. 18. Congratulations! Conversant Media is integrated! :)

19 e. Facebook Audience Network 1. Go to login or register and add a new app (one app for all platforms). 2. On the app dashboard click on the Audience Network button and then register. 3. Create 2 ad placements: Interstitial and Banner. 4. Save and remember Placements IDs for specified ad formats. 5. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 6. In the modal dialog select Custom Native Network. 7. Next enter Facebook in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from Facebook Audience Network. AD FORMAT ios Interstitial ios Banner Android Interstitial Android Banner CUSTOM EVENT CLASS FacebookInterstitialCustomEvent FacebookBannerCustomEvent com.mopub.mobileads.facebookin terstitial com.mopub.mobileads.facebookb anner CUSTOM EVENT CLASS DATA {"placement_id":"<your placement ID for interstitial>"} {"placement_id":"<your placement ID for banner >"} {"placement_id":"<your placement ID for interstitial>"} {"placement_id":"<your placement ID for banner>"} 8. Click on the Go to Network Detail Page button. 9. Click on the Run button. 10. Go to the Networks tab and click on Segments -> Global Segment. 11. Uncheck the Status: Running filter. 12. Find Facebook for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 13. Check all Facebook ad units and click on Play. 14. Congratulations! Facebook is integrated! :)

20 f. iad (ios only) 1. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 2. In the modal dialog select iad. 3. Click on the Go to Network Detail Page button. 4. Click on the Run button. 5. Go to the Networks tab and click on Segments -> Global Segment. 6. Uncheck the Status: Running filter. 7. Find iad for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 8. Check all iad ad units and click on Play. 9. Congratulations! iad is integrated! :) g. InMobi Currently InMobi is unsupported because of SDK is deprecated. InMobi support will be added as soon as the new SDK will be available. h. Millennial Media 1. Go to to create and configure a new account. 2. Setup a new app (one app for one platform). 3. Add 2 placements for each app: Interstitial and Banner. 4. Save and remember APID for each placement and platform. 5. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 6. In the modal dialog select Millennial Media. 7. Next enter specified APIDs for the corresponding previously created placements on MillennialMedia.com. 8. Click on the Go to Network Detail Page button. 9. Click on the Run button. 10. Go to the Networks tab and click on Segments -> Global Segment. 11. Uncheck the Status: Running filter. 12. Find Millennial Media for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and

21 10 more probability to show this ad network. More info about segments you can find here. 13. Check all Millennial Media ad units and click on Play. 14. Congratulations! Millennial Media is integrated! :) i. TapJoy 1. Go to to create and configure a new account. 2. Setup a new app (one app for all platforms). 3. Go to app settings, then save and remember SDK Keys for all platforms. 4. Click on the Content tab and configure Virtual Currency. 5. Click on the Rewards tab and create a new reward. 6. Go back to the dashboard. 7. Click on Monetize and setup content and placements. You can learn more about this on TapJoy Knowledge Center. 8. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 9. In the modal dialog select the Custom Native Network. 10. Next enter TapJoy in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from TapJoy. AD FORMAT ios Interstitial ios Rewarded Video Android Interstitial Android Rewarded Video CUSTOM EVENT CLASS TapjoyInterstitialCustomEvent TapjoyRewardedVideoCustom Event com.mopub.mobileads.tapjoyi nterstitial com.mopub.mobileads.tapjoyr ewardedvideo CUSTOM EVENT CLASS DATA {"name":"<enter TapJoy placement ID>"} {"name":"<enter TapJoy placement ID>"} {"name":"<enter TapJoy placement ID>"} {"name":"<enter TapJoy placement ID>"} 11. Click on the Go to Network Detail Page button. 12. Click on the Run button. 13. Go to the Networks tab and click on Segments -> Global Segment. 14. Uncheck the Status: Running filter. 15. Find TapJoy for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10

22 more probability to show this ad network. More info about segments you can find here. 16. Check all TapJoy ad units and click on Play. 17. Open your Unreal project and go to Project Settings -> Plugins -> Universal Mobile Ads. 18. Add TapJoy SDK Keys for each platform. 19. Congratulations! TapJoy is integrated! :) j. Unity Ads 1. Go to to create and configure a new account. 2. Setup a new game (one game for one platform). 3. Click on the Monetization Settings tab for specified game and then on Show advanced settings. 4. Setup 2 placements: Video ad placement and Rewarded video ad placement. 5. Save and remember each Game ID and Placement ID. 6. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 7. In the modal dialog select the Custom Native Network. 8. Next enter Unity Ads in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from Unity Ads. AD FORMAT ios Interstitial ios Rewarded Video Android Interstitial CUSTOM EVENT CLASS UnityAdsMopubEvent UnityAdsRewardedVideoCus tomevent com.mopub.mobileads.unity AdsMopubEvents CUSTOM EVENT CLASS DATA {"gameid":"<game ID for ios>", "zoneid":"<interstitial (non-rewarded video) zone ID for ios>"} {"gameid":"<game ID for ios>", "zoneid":"<rewarded video zone ID for ios>"} {"gameid":"<game ID for ios>", "zoneid":"<interstitial (non-rewarded video) zone ID for Android>"}

23 Android Rewarded Video com.mopub.mobileads.unity RewardedVideo {"gameid":"<game ID for ios>", "zoneid":"<rewarded video zone ID for Android>"} 9. Click on the Go to Network Detail Page button. 10. Click on the Run button. 11. Go to the Networks tab and click on Segments -> Global Segment. 12. Uncheck the Status: Running filter. 13. Find Unity Ads for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 14. Check all Unity Ads ad units and click on Play. 15. Congratulations! Unity Ads is integrated! :) k. Vungle 1. Go to to create and configure a new account. 2. Setup a new app (one app for one platform). 3. Save and remember Vungle Application ID. 4. On MoPub Dashboard click on the Networks tab and then on the Add a Network button. 5. In the modal dialog select the Custom Native Network. 6. Next enter Vungle in the Title field and enter the Custom Event Class information into the text boxes for each ad unit where you want to receive ads from Vungle. AD FORMAT ios Interstitial ios Rewarded Video Android Interstitial Android Rewarded Video CUSTOM EVENT CLASS VungleInterstitialCustomEvent VungleRewardedVideoCustom Event com.mopub.mobileads.vunglei nterstitial com.mopub.mobileads.vungler ewardedvideo CUSTOM EVENT CLASS DATA {"appid":"<vungle Application ID for ios>"} {"appid":"<vungle Application ID for ios>"} {"appid":"<vungle Application ID for Android>"} {"appid":"<vungle Application ID for Android>"}

24 7. Click on the Go to Network Detail Page button. 8. Click on the Run button. 9. Go to the Networks tab and click on Segments -> Global Segment. 10. Uncheck the Status: Running filter. 11. Find Vungle for each app and each ad format and then set Network CPM between 0-10 USD. 0 less probability to show this ad network and 10 more probability to show this ad network. More info about segments you can find here. 12. Check all Vungle ad units and click on Play. 13. Congratulations! Vungle is integrated! :)

25 9. Blueprint implementation Blueprint implementation is very easy. Ad Unit IDs in below nodes are the same as IDs from MoPub Dashboard (MoPub.com -> Login -> Inventory -> Ad Units -> [Click on properly Ad Unit] -> Code Integration -> Your Ad Unit ID). a) Banner you can show a banner on the top or bottom of the screen and hide it if it s unnecessary. b) Interstitial first, you should Load Interstitial (earlier in the game) in order to cache ad. When you want to show ad, please call Has Interstitial and if it s true, you can Show Interstitial. Otherwise interstitial isn t ready yet. c) Rewarded Video first, you should Load Rewarded Video (earlier in the game) in order to cache ad. When you want to show ad, please call Has Rewarded Video and if it s true, you can Show Rewarded Video. Otherwise rewarded video isn t ready yet.

26 Callback events if you want to handle callback events, you should add Universal Mobile Ads component in any Blueprint (only one instance in the whole project). Now you can add events to your Blueprint graph.

27 10. C++ implementation Add the following line to your *.Build.cs file private dependency module name: PrivateDependencyModuleNames.AddRange(new string[] { "UniversalMobileAds" }); a) Import this header anywhere in source code project if you want to call functions to show, load, and check ads availability: #include "UniversalMobileAdsBlueprintLibrary.h" Then you can call all functions from this blueprint library. Banner: UUniversalMobileAdsBlueprintLibrary::ShowBanner(FString AdUnitId, bool TopOfScreen); UUniversalMobileAdsBlueprintLibrary::HideBanner(); Interstitial: UUniversalMobileAdsBlueprintLibrary::LoadInterstitial(FString AdUnitId); UUniversalMobileAdsBlueprintLibrary::HasInterstitial(); UUniversalMobileAdsBlueprintLibrary::ShowInterstitial(); Rewarded Video: UUniversalMobileAdsBlueprintLibrary::LoadRewardedVideo(FString AdUnitId); UUniversalMobileAdsBlueprintLibrary::HasRewardedVideo(FString AdUnitId); UUniversalMobileAdsBlueprintLibrary::ShowRewardedVideo(FString AdUnitId); b) Import this header anywhere in source code project if you want to handle callback events: #include "UniversalMobileAdsComponent.h" Add component in header file: UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = Ads) UUniversalMobileAdsComponent* UniversalMobileAdsComponent;

28 and in *.cpp file initialize component: UniversalMobileAdsComponent = ObjectInitializer.CreateDefaultSubobject<UUniversalMobileAdsComponent>(this, TEXT("Universal Mobile Ads Component")); Now you can add delegates to the Universal Mobile Ads Component and handle events.

1. License. Copyright 2016 gamedna studio. All rights reserved.

1. License. Copyright 2016 gamedna studio. All rights reserved. Contents 1. License... 3 2. Introduction... 4 3. Getting started... 5 4. Recording events in Blueprints... 6 5. Supported Analytics Provider Nodes... 8 6. Recording events in C++... 9 1. License Copyright

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