Godot 4.5 ios export gives undefined symbols errors in xcode due to not updated plugin

Godot Version

4.5

Question

I’ve recently updated to Godot 4.5 and I tried to export for iOS. The project implements the AppLovin-MAX-Godot plugin from GitHub - AppLovin/AppLovin-MAX-Godot

When I try to build in Xcode 16.3, the build fails giving the following errors:

“Undefined symbol: StringName::assign_static_unique_class_name(StringName*, char const*)”

“Undefined symbol: Memory::alloc_static(unsigned long, bool)”

"Undefined symbol: String::parse_latin1(StrRange const&)

" Undefined symbol: ClassDB::_add_class2(StringName const&, StringName const&)"

“Undefined symbol: CharString::get_data() const” “Undefined symbol: String::utf8() const”

I’ve both contacted AppLovin support and posted an issue in the github page. It’s been two weeks and I haven’t received any response.

From what I understand changes in Godot 4.5 API haven’t been implemented in the plugin yet, resulting into the errors.

I’ve implemented AppLovin as an ads service for my game because they offer an official plugin and I thought that it would be updated to conform to the latest Godot version requirements. I guess they don’t care or people just don’t use the plugin, so there is no pressure to fix it.

Has anyone faced the same issue?

Also, how could I fix it myself? Can I edit the plugin and make changes to make it compatible with Godot 4.5? I believe it is possible since the repository readme describes how to build the plugin , but I need some guidance on how to find the problematic pieces of code and what should I search for in Godot source code to find what they should be replaced with .

Any idea how I should approach this?