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  • ReneVerse Tour
    • ๐Ÿ‘‹Welcome to ReneVerse
      • ๐Ÿง Smart Ads & Branded Objects
      • ๐Ÿ“ˆAdvertising Demand via ReneVerse
      • ๐Ÿ”ฎThe Portal
      • ๐ŸงฐThe SDKs
  • Getting Started
    • ๐Ÿš€Getting Started with ReneVerse
    • ๐Ÿ“Registering as a New User
    • ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆCreating a New Organization
    • ๐Ÿ‘ฅInvite Members to Your Team
  • Publisher Flow
    • ๐Ÿ•น๏ธPublisher Overview
    • โšกQuick Start Guide
    • ๐Ÿ’พRegistering Your Game & Generating API Keys
    • ๐ŸงฉSDK Integration
      • ๐Ÿ› ๏ธUnity
        • ๐Ÿ”งUnity SDK Setup
        • ๐Ÿ”จ[WIP] Using the Unity SDK
          • ๐ŸฅžBatch Serve Ad
      • ๐ŸŽฎUnreal Engine
        • โš™๏ธUE SDK Setup
        • ๐Ÿ”ฉUsing the UE SDK
      • ๐ŸŒPhaser 3
        • ๐Ÿ’ซPhaser Quick Start
        • ๐ŸงชAPI Reference
          • ๐ŸชuseReneVerse
          • ๐Ÿ“ŠuseTracking
        • ๐Ÿ’ปFull Implementation (Code)
    • ๐ŸŽฏDefining Placeholders in the Portal
      • ๐Ÿ–ผ๏ธCreating Ad Surfaces in the Portal
      • ๐ŸŽ๏ธCreating Branded Object Placements in the Portal
    • ๐Ÿ“ฒAds.txt
  • Advertiser Flow
    • Advertiser Overview
    • Creating Ad Campaign
    • Managing Brands
      • Creating Branded Collections
      • Brand Creation
      • Asset Creation
    • Adding Ads to Campaign
    • Creating Branded Assets
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    • Unreal Engine SDK
    • Phaser NPM Package
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ยฉ 2025 ReneVerse

On this page
  • ๐Ÿ”„ Syncing Your Game Data
  • Placing Ad Surfaces
  • Placing Branded Objects
  • โš™๏ธ Serving Ads at Runtime
  • ReneVerse Player Log-In
  • ๐ŸŽจ Working with Blueprints & Data Tables
  • ๐Ÿงน Cleanup & Repair
  • ๐Ÿ› ๏ธ Create, Edit, and Delete Ads from the SDK
  • ๐Ÿงช Ad Impression Debugging
  1. Publisher Flow
  2. SDK Integration
  3. Unreal Engine

Using the UE SDK

Create Ad Surfaces and Branded Object Placements in your Unreal Engine project.

PreviousUE SDK SetupNextPhaser 3

Last updated 2 months ago

Once the SDK is installed and synced, you can begin placing Smart Ads and Branded Objects in your Unreal scenesโ€”then serve them during gameplay using Blueprint or C++.


๐Ÿ”„ Syncing Your Game Data

Open Window โ†’ ReneVerse API Editor in Unreal.

  1. Enter your API Key and Private Key from the Portal.

  2. Click Sync Data.

Youโ€™ll now see foldouts for:

  • Ad Surfaces List

  • Branded Object List

Each entry includes metadata (e.g., ad type, ID) and a button to Add to Scene.

๐Ÿ—‚๏ธ A ReneVerse folder will be added to your Content directory, including data assets and data tables. Keep this folder in the root.


After selecting an Ad Surface from the list:

  • Click Add to Scene.

  • You can reposition, group, parent, or scale it like any other actor.

  • Types:

    • Plane Banner Ad โ€“ A flat 2D surface.

    • Decal Banner Ad โ€“ Projects onto geometry using a Decal Component.


Click Add to Scene on a Branded Object entry. You can:

  • Move or scale the actor.

  • Adjust the bounding box to define the objectโ€™s space.

When served, a 3D object will be loaded and scaled to fit the bounds.


โš™๏ธ Serving Ads at Runtime

Once you have setup ad surfaces and object placements, it is easy to serve them at any point during the game's runtime.

๐Ÿงฉ Serving from Blueprint

There are multiple functions in ReneAPISubsystem that allow you to serve ads.

To batch-serve ads in your scene, you can call:

  • ServeAllAds() โ€” Serve and populate all Ad Surfaces and Branded Objects in your scene.

  • ServeAdSurfaces() โ€” Serve all Ad Surfaces in scene.

  • ServeBrandedObjects() โ€” Serve all Branded Objects in scene.

For granular control, you can serve a single ad, simply by passing the AdSurfaceId or BrandedObjectId to it. Other parameters are optional:

  • ServeAd(id) โ€” Serve a specific Ad Surface in scene.

  • ServeBrandedObject(id) โ€” Serve a specific Branded Object in scene.

You can also get a reference to the actor and call ServeAd().


To use the ReneVerse SDK from C++, add ReneVerseSDK as a module to your .Build.cs file. Then:

using UnrealBuildTool;

public class YourAwesomeGame: ModuleRules
{
	public YourAwesomeGame(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core", 
				"CoreUObject", 
				"Engine", 
				"InputCore", 
				"EnhancedInput", 
				"ReneVerseSDK" // <--- add ReneVerseSDK to your moddules
			});
	}
}

Just like with blueprints, you can serve ads from your code with all the same functionality. Simple get ReneAPISubsystem and call the function that suits your needs:

Batch-serving

  • ServeAllAds() โ€” Serve and populate all Ad Surfaces and Branded Objects in your scene.

  • ServeAdSurfaces() โ€” Serve all Ad Surfaces in scene.

  • ServeBrandedObjects() โ€” Serve all Branded Objects in scene.

Single Serving

  • ServeAd(id) โ€” Serve a specific Ad Surface in scene.

  • ServeBrandedObject(id) โ€” Serve a specific Branded Object in scene.

Or, as mentioned above, reference your desired actor and call ServeAd:

// don't forget to include header
#include "ReneAPISubsystem.h"

UReneAPISubsystem* ReneAPISubsystem = Cast<UReneAPISubsystem>(GetWorld()->GetGameInstance());
if (ReneAPISubsystem)
{
	// serve all ads in the scene
	ReneAPISubsystem->ServeAllAds();

	//serve all ad surfaces
	ReneAPISubsystem->ServeAdSurfaces();

	// serve all branded objects
	ReneAPISubsystem->ServeBrandedObjects();

	// serve one ad surface
	FString AdSurfaceID;
	ReneAPISubsystem->ServeAd(AdSurfaceID, "", "", "");

	// serve one branded object
	FString BrandedObjectPlacementID;
	ReneAPISubsystem->ServeBrandedObject(BrandedObjectPlacementID, "", "");

	// serving individual referenced ads
	ABrandedObjectPlacement* BrandedObjectPlacement;
	BrandedObjectPlacement->ServeAd();

	APlaneBannerAd* PlaneBannerAd;
	PlaneBannerAd->ServeAd();

	ADecalBannerAd* DecalBannerAd;
	DecalBannerAd->ServeAd();
}

To stop serving ads, call StopServingAllAds โ€” This works for Blueprint and C++.

Blueprint

C++


// stop serving
ReneAPI->StopServingAllAds();
	
// stop individual ads
BrandedObjectPlacement->StopServingAd();
PlaneBannerAd->StopServingAd();
DecalBannerAd->StopServingAd();

You can also allow players of your game to connect their ReneVerse account, made in the Portal.

Use Login(email, password) from Blueprint or C++ to authenticate your player with ReneVerse services.

Blueprint

C++

ReneAPISubsystem->Login(Username, Password);

๐ŸŽจ Working with Blueprints & Data Tables

As mentioned before, after your enter your API credentials, your project will have a new ReneVerse folder that should be kept in the root of your Content folder.

Within it, you'll have ReneAPIData and Data Tables where every Ad Surface and Branded Object created within the editor will be referenced.

  • DT_AdSurfaceDataTable

  • DT_BrandedObjDataTable

If you ever wish to modify a blueprint, you can create a child blueprint from BP_BannerAdSurface or BP_BrandedObjectPlacement.

Once created, simply select the Data Table you need โ€” DT_AdSurfaceDataTable for Ad Surfaces or DT_BrandedObjDataTable for Branded Objects. Then select the row containing the Ad Surface or Branded Object ID you wish to serve.


๐Ÿงน Cleanup & Repair

If data seems out-of-sync or corrupted:

  • Click Cleanup and Update Ads in Scene in the ReneVerse Editor to refresh placements.


๐Ÿ› ๏ธ Create, Edit, and Delete Ads from the SDK

You can manage ad assets directly from the ReneVerse Editor in Unreal, rather than having to log into the ReneVerse Portal.

  1. Open Window โ†’ ReneVerse API Editor in Unreal.

  2. Use Create New Ad Surface or Create New Branded Object Placement.

  1. Then, configure the Ad Surface or Branded Object Placement as needed, and click Submit. Then you can add it to your scene.

NOTE: You will need internet connection for this action to execute.


From the Editor

  1. In the editor, open the Ad Surfaces List or Branded Object List to find your existing ad assets.

  2. Select an item โ†’ click Edit Ad Surface or Edit Branded Object Placement โ†’ update fields โ†’ Submit.

From the Details Panel

  1. Select your desired Ad Surface or Branded Object Placement in scene.

  2. Under Details, find Edit Ad Surface or Edit Branded Object Placement โ†’ update fields โ†’ Submit.

  1. Find the Ad Surface or Branded Object placement you want to remove in the ReneVerse Editor

  2. Click Delete, confirm the action.

โš ๏ธ Deleting removes all actors with that ID in the current scene. Wait for the confirmation popup to ensure success.

NOTE: All changes might take couple of seconds to apply, so wait for a confirmation notification to appear before continuing with other tasks.


๐Ÿงช Ad Impression Debugging

Open Console using the ~ key. Enable debug view with the console command:

bashCopyDebug.DrawTrackingData 1

It shows:

  • Screen coverage %

  • View angle

  • Occlusion checks

Use this to optimize ad placement and visibility.

Placing Ad Surfaces

Placing Branded Objects

Serving from C++

Stop Serving Ads

ReneVerse Player Log-In

Create Ads in Editor

Edit Ads in Editor or Details Panel

Delete Ads

๐Ÿ–ผ๏ธ
๐ŸŽฒ
๐Ÿ’ป
๐Ÿ›‘
๐Ÿ‘ค
๐Ÿช„
โœ๏ธ
๐Ÿ—‘๏ธ
๐Ÿงฉ
๐ŸŽฎ
๐Ÿ”ฉ
Ad Surface Data
Branded Object Placement Data
Ad Surfaces: Planes & Decals
Branded Object Placeholders
Serve all ads (Ad Surfaces & Branded Objects) in the scene.
Serve ad by ID
Serve ads referenced in your blueprint
Stop Serving Ads via Blueprint
Player Authentication via Blueprint
ReneVerse Folder in Content Directory
Select your Data Table and then the Ad Surface or Branded Object ID.
Create Ad Surface
Create Branded Object Placement
Edit Ad Surface from List in Editor
Edit Branded Object Placement from List in Editor
Edit Ad Surface or Branded Object from Details.
Double check before clicking Confirm!
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