# Developer Settings

The Frameplay Developer Settings are stored in a Data Asset and are used to maintain the link between your project and the Frameplay Platform.

If the Data Asset is removed, it can be recreated from the Content Browser Menu: Add New > Frameplay > Data Asset

# Setup

# Game ID and API Key

The Game ID and API Key are generated when a game is created on the Frameplay Platform.

The API Key is used to verify your game in editor, and the Game ID is used at runtime.


# Develop

# Global Texture Download Quality

All advertisement images will be less than 2MB when downloaded at runtime, and slightly larger after decompressing in Texture Memory.

By default, the Global Texture Quality is defined by the target platform. Mobile platforms are set to Low, PC is set to High, and all other platforms (including the editor) are set to Medium.

This global configuration - combined with the individual Ad Space quality setting - controls the downloaded advertisement file sizes and maximum resolution.

# Logging

Logging verbosity can be toggled to show show helpful information and events.

# Image Cache

The Image Cache controls how the Frameplay SDK caches advertising content in memory. Caching content reduces network usage and provides a performance boost. This parameter is measured in number of textures stored in memory; set it to 0 to disable the runtime cache. Each texture cached will occupy 200KB to 2MB in space.

# Publish

# Test Mode

The SDK Mode parameter determines the environment: Test or Shipping.

Playing in Editor, Debug and Development builds default to the Test mode environment.

While in Test Mode, only mock ads will be loaded in your Session and analytics will be gathered on your Test Dashboard (opens new window).

See the Unreal Engine manual (opens new window) for more information on Data Asset Objects.

Last Updated: 1/5/2023, 10:46:42 PM