Here
A player sends a line.
Room stays open
The room keeps that socket.
Here
The other player gets that line.
Coming soon · Unreal Engine 5.8

Players share one room from Unreal.

Send Chat reaches the other players. LiveLink Unreal is the XStream socket inside Unreal. It is not Epic’s Live Link animation plugin. The plugin does not play a skeleton, a camera, or a transform stream.

The plugin is free. It is not on Fab yet. Socket plans stay on the same account as BDG Chat.

  1. 1 Open the socket account. Hosted plans are the ones you already use. The player token is passed in at Connect. Project settings do not hold the server key.
  2. 2 Join a room. The default socket is wss://aponteplace.io/ws. The plugin does not start its own server.
  3. 3 Send Chat. Other players in the room get that text on On Chat. A short cue can be small JSON in that text. Chat is capped at 5 messages every 3 seconds.
  4. 4 Send Data is a raw JSON frame. With relay on, it posts to your webhook and a push comes back on On Data. In chat mode the server answers unknown_type and does not copy that frame to the room.
Plugin Free Not on Fab yet.
Starter $29 / month Socket plan. From the first charge.
Pro $99 / month Same account.

Self-host is $299 once. Studio is $499 once. There is no separate Unreal plan, and there is no trial.

The socket is live

Create the account now. Email us for the plugin while the Fab listing is still waiting.

Create a free account Ask about the plugin
{ "cue": "lights" }

That is an example of a short chat line. Your Blueprint decides what it means. Questions go to help@xstreamio.com.

In the level

Four uses that match the plugin. A steady camera or skeleton stream does not match the plugin.

Who is in the room

Players join one room. Send Chat is the presence line. The others receive it on On Chat.

A short cue

Put a small JSON message in chat, such as a cue name. The plugin does not run the animation. Your Blueprint does.

A frame to your server

With relay on, Send Data posts the JSON to your webhook. You push a reply back. In chat mode that frame returns unknown_type.

The key stays off the client

Connect takes the player token at runtime. The server key stays on your server.

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