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Streaming Pipelines

Getting pixels (and audio) into and out of UE in real time.

Outputs (UE → elsewhere)

Path Plugin Use
WebRTC video to browser Pixel Streaming Web clients, mobile
NDI broadcast NDI IO LAN broadcast, multi-machine
Spout shared texture Spout (community) Same-machine GPU share
SDI capture-card out Aja / Blackmagic Broadcast / ICVFX
OBS RTMP OBS + game capture Twitch / YouTube
File capture Movie Render Queue Pre-rendered cinematics
HLS / DASH Media Framework + external relay Wide-audience streaming

Inputs (elsewhere → UE)

Path Plugin Use
NDI receive NDI IO Live external feeds as MediaTexture
Spout receive Spout (community) Same-machine GPU input
SDI capture Aja / Blackmagic Live broadcast input
HLS / DASH playback Electra Media Player Streamed video sources
Video file playback Media Framework Mp4 / WebM / etc.
Web feed via CEF Web Browser Embed any browser content
Camera USB / DirectShow Media Framework Webcam, virtual cameras

Compositing

Composure (built-in) stacks layers in real time:

  • CG layer (UE render)
  • Live action plate (from SDI / NDI)
  • Garbage matte
  • Pre-comp FX
  • Final color grade

Used for ICVFX (LED-wall virtual production), AR / mixed reality, broadcast graphics.

Latency budget

Hop Typical
UE render + tonemap 8–16 ms
NVENC encode 2–4 ms
WebRTC packetize + network 10–40 ms
Browser decode 5–15 ms
three.js render 1–3 ms
Total UE → browser ~30–80 ms
NDI same-machine ~16 ms (one frame)
Spout same-machine <16 ms (sub-frame)
SDI hardware loop <8 ms

For interactive uses, every hop matters. Spout/SDI for prosumer / pro production; Pixel Streaming for web reach.

See also