Chartboost | Unreal Engine 4 that integrates the Chartboost SDK | Plugin library

 by   getsetgames C++ Version: Current License: MIT

kandi X-RAY | Chartboost Summary

kandi X-RAY | Chartboost Summary

Chartboost is a C++ library typically used in Plugin applications. Chartboost has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A plugin for Unreal Engine 4 that integrates Chartboost's SDK and makes its functionality available in blueprints.
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            kandi-support Support

              Chartboost has a low active ecosystem.
              It has 28 star(s) with 15 fork(s). There are 18 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 166 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Chartboost is current.

            kandi-Quality Quality

              Chartboost has 0 bugs and 0 code smells.

            kandi-Security Security

              Chartboost has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Chartboost code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Chartboost is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Chartboost releases are not available. You will need to build from source code and install.

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            Chartboost Key Features

            No Key Features are available at this moment for Chartboost.

            Chartboost Examples and Code Snippets

            No Code Snippets are available at this moment for Chartboost.

            Community Discussions

            QUESTION

            Error extracting an `.aab` file: Invalid dex file indices, expecting file 'classes٢.dex' but found 'classes2.dex'
            Asked 2021-Nov-27 at 19:02

            This error appears when I extract a file aab:

            ...

            ANSWER

            Answered 2021-Nov-24 at 21:35

            One temporary solution that may work is to set

            Source https://stackoverflow.com/questions/68686299

            QUESTION

            What ":" means in the tree view of android project dependencies?
            Asked 2021-Jul-08 at 16:41

            When I view the tree view of my android project's dependencies, I see the following entry:

            ...

            ANSWER

            Answered 2021-Jul-08 at 16:41

            I assume this is a local dependency. Check if you have placed an aar for mopub-chartboost-adapters-8.2.0.3 in a local folder which is consumed by gradle in the dependencies section of the build.gradle file.

            org.jetbrains.kotlin:kotlin-stdlib" does not contain a dependency on "mopub-chartboost-adapters": pom.xml

            Source https://stackoverflow.com/questions/68293605

            QUESTION

            Android Studio Gradle: Please remove usages of `jcenter()` Maven repository from your build scripts / JCenter is at end of life
            Asked 2021-Jun-13 at 08:19

            In Android Studio 4.2 there is a warning:

            ...

            ANSWER

            Answered 2021-May-08 at 09:04

            Move mavenCentral() above jcenter().

            do a clean/build on your project.

            comment out jcenter()

            By moving mavenCentral() above jcenter(), mavenCentral() now becomes the primary repository for all non Google artifacts. By doing a clean and build, all artifacts are now moved to mavenCentral().

            I had to look this up and tried it. I went from all heck breaking loose after I removed jcenter() to being able to build my final project for school again.

            Source https://stackoverflow.com/questions/67418153

            QUESTION

            Repackage APK with Adobe AIR
            Asked 2021-May-19 at 19:32

            There is an Android game made in Flash that was packaged using Adobe AIR, but it no longer works for Android versions above 7. I was wondering if it is possible to repackage this game using HARMAN's Adobe AIR?

            I have downloaded HARMAN's Adobe AIR and attempted to repackage the application using the ADT package command. I used the application.xml file that was present in the APK's assets/META-INF/AIR/ folder. However, this application uses extensions, and it appears that ADT expects ANE (AIR Native Extension) files, or is there some other way?

            I couldn't find the ANE files online. But some Chinese hackers were able to repackage the app, working in Android 10, and the folder assets/META-INF/AIR/extensions folder has suffered no changes in comparison with the original apk. The files in the folder lib/armeabi-v7a were updated however, and include a new one called libX86Bridge.so.

            The extensions that the original app uses are:

            • com.adobe.ane.social
            • com.milkmangames.extensions.AndroidIAB
            • com.chartboost.plugin.air
            • com.milkmangames.extensions.CoreMobile
            • com.jirbo.airadc.AirAdColony
            • com.milkmangames.extensions.GoViral
            ...

            ANSWER

            Answered 2021-May-19 at 19:32

            So I have finally been able to repackage the APK, and it works on recent Android versions!

            First, I opened the APK file with an archive manager (APK is a ZIP file), and then converted the classes.dex file inside the APK to a JAR file, using the dex2jar tool. Inside the JAR file (which is also a ZIP file) are the compiled Java classes from the AIR Native Extensions that the app uses.

            Then, inside the bin directory of Adobe AIR by HARMAN I created a directory for each extension:

            Source https://stackoverflow.com/questions/66002388

            QUESTION

            Android App Bundle kills Google Play Games integration - Working with plain old APK - How can I fix this?
            Asked 2020-Jun-06 at 08:23

            Here are the facts:

            • My game app is 100% working with debug keystore signed apk using Google Play Games, can sign in, unlock achievements.
            • My game app is 100% working with release keystore signed apk using Google Play Games, can sign in, unlock achievements.
            • Whenever I try to sign in to Google Play Games with my app using app bundle instead of apk, I get SIGN_IN_REQUIRED error, which is stupid on its own, considering I literally want to sign in.

            I only found one guy who found the same issue but he is developing his game in Unity, and my app is a native Android app made with Android SDK, so I don't really get his solution.

            I won't input screenshots about console settings and SHA1 keys and linked apps and all about those things because as I said, the only difference between the working versions and the not working version is that the not working version has been made to an android app bundle, instead of an apk, so the integrations is correct.

            The sad thing is that my apk is more than 100 MB so Google Play doesn't let me upload it anymore, I have to app bundle.

            The process of making my app into an app bundle somehow make Google Play Games integration broken.

            Any ideas?

            E D I T:

            As requested, here is the gradle.properties file:

            ...

            ANSWER

            Answered 2020-Jun-06 at 08:23

            What Google is doing is signing the APKs that it generates from the App Bundle.

            The release keystore you sign your App Bundle with is effectively only used by Google to authenticate the origin of the artifact. What is served to users are APKs signed with a key called the "app signing key".

            If you go to the "App Signing" page in the Play Console, you will be able to find the upload certificate (which corresponds to your release keystore) and the app signing certificate.

            Copy the SHA-1 of the app signing certificate.

            Then, did you register your game in the Play Console in the "Game services" section? If so, go to "Linked apps", select "Android" and after filling the details of package name etc., you'll be asked to enter the SHA-1 to create the Client ID.

            In there, paste the SHA-1 copied previously.

            Hope that helps.

            Source https://stackoverflow.com/questions/62148182

            QUESTION

            Android Studio adding gradle repository gives "Invalid variable name. Must start with a letter"
            Asked 2020-Apr-23 at 14:40

            I am trying to add Charboost maven repository to my build.gradle. I am following their docs which say to do

            ...

            ANSWER

            Answered 2020-Apr-23 at 14:40

            Turns out, that the syntax

            Source https://stackoverflow.com/questions/61389157

            QUESTION

            SOLVED - How to fix this compilation problem on Android?
            Asked 2020-Mar-27 at 22:57

            For the past few days, I have had a problem with my Android app. First it shows me this error:

            ...

            ANSWER

            Answered 2020-Mar-27 at 22:56

            Solved:

            I put an old version of the build.gradle file, then little by little I remove / update the different implementation, and it reloads! Thanks for helping me.

            Source https://stackoverflow.com/questions/60889791

            QUESTION

            Could not resolve com.google.firebase:firebase-messaging:[10.2.1, 12.1.0)
            Asked 2020-Mar-19 at 21:32

            I want to share a problem that become a nightmare for me:

            ...

            ANSWER

            Answered 2020-Mar-19 at 21:32

            My teammate Erman solve this issue. I want to share with you the solution. I am going to share the gradle files that can be successfully build app. You should analyze differences between old and new ones.

            main gradle

            Source https://stackoverflow.com/questions/60741887

            QUESTION

            Chartboost Android integration - how to listen for ad loaded
            Asked 2020-Mar-13 at 06:07

            I'm now integrating many ad services in my Android app, and it's the time for Chartboost.

            I've just integrated AdMob, Ironsource, InMobi, MoPub, Vungle, UnityAds and Facebook, but in the Chartboost getting started guide I noticed a big difference on how to integrate it. For example all previous services have listeners for ad loaded, started, finished, closed and in case of rewarded video, rewarded. I don't see any of these listeners on Chartboost.

            So how can I listen for ad loaded and rewarded? I have an Activity only for showing ads, and I choose what service to use in onCreate method.

            This is the docs https://answers.chartboost.com/en-us/child_article/android. Can anyone put an example? Thank you in advance

            ...

            ANSWER

            Answered 2020-Mar-13 at 06:07

            I think you are looking for the delegate callbacks for the Chartboost. Please check the guide here https://answers.chartboost.com/en-us/child_article/android-2

            Source https://stackoverflow.com/questions/60576820

            QUESTION

            What file is facebook looking for
            Asked 2020-Feb-04 at 01:12

            I'm getting this error when trying to build in Unity or Android Studio

            ...

            ANSWER

            Answered 2020-Feb-04 at 01:12

            Turns out facebook updated their dependencies file.

            Source https://stackoverflow.com/questions/60049158

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Chartboost

            You can download it from GitHub.

            Support

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          • HTTPS

            https://github.com/getsetgames/Chartboost.git

          • CLI

            gh repo clone getsetgames/Chartboost

          • sshUrl

            git@github.com:getsetgames/Chartboost.git

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