Unreal Engine SDK

Integrate Streamoji Avatars into your Unreal Engine projects with our native plugin. Create immersive experiences with high-quality 3D avatars.

Coming Soon

The Unreal Engine SDK is currently in development and will be available soon. Sign up for updates to be notified when it's released.

Planned Features

Native Unreal Engine plugin with Blueprint support
GLB/GLTF importer optimized for Unreal's rendering
Metahuman-compatible rigging and animation
Live Link support for facial animation
Avatar customization Blueprint nodes
Multiplayer replication support
VR/AR integration (OpenXR, Oculus)

System Requirements

Unreal Engine Version: 5.0+ (5.3+ recommended)
Platforms: Windows, macOS, Linux, iOS, Android, Console
Rendering: Forward, Deferred, Mobile
Dependencies: GLTF Importer plugin (built-in or marketplace)

Getting Started (Preview)

Once released, the Unreal SDK will follow this workflow:

1. Install the Plugin

// Copy plugin to YourProject/Plugins/StreamojiAvatars/
// Enable plugin in Edit > Plugins > Streamoji Avatars

2. Initialize in C++

#include "StreamojiAvatars.h"

void AMyGameMode::BeginPlay()
{
    Super::BeginPlay();
    
    FStreamojiClient::Initialize(FirebaseToken);
}

3. Load Avatar via Blueprint

The plugin will provide Blueprint nodes for easy integration:

  • Load Streamoji Avatar - Loads avatar from ID or config
  • Generate Avatar GLB - Generates new avatar from configuration
  • Get Avatar Thumbnail - Gets preview image
  • Save Avatar Config - Saves avatar configuration

4. C++ API Example

#include "StreamojiAvatars.h"

void AAvatarActor::LoadAvatar(const FString& AvatarId)
{
    FStreamojiClient::GetAvatarAsync(AvatarId)
        .Then([this](FStreamojiAvatarData Data) {
            // Load GLB into scene
            LoadGLBModel(Data.GlbUrl);
        });
}
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Alternative: Manual Integration

While waiting for the official SDK, you can integrate Streamoji Avatars manually:

  1. Use the REST API via HTTP Request nodes or C++ HTTP module
  2. Import GLB files using Unreal's built-in GLTF importer or marketplace plugins
  3. Set up animation blueprints for avatar movement
  4. Configure facial animation using Live Link or blendshapes

See the Web Integration guide for API usage examples that can be adapted for Unreal.

Performance Considerations

For optimal performance in Unreal:

Use LOD (Level of Detail) for avatars in multiplayer scenarios
Implement texture streaming for avatar assets
Cache GLB files locally to reduce network requests
Use instanced rendering for multiple identical avatars