Unreal Engine 5.5
Live sites, running inside Unreal
The plugin subscribes to your devices, evaluates a graph you author in the editor, and drives what the scene shows — materials, Niagara, heatmaps — from the values coming off real hardware.
Not yet published on Fab. Available now for client deployments.
The decision graph
Behaviour is authored as a node graph, then compiled to an executable spec that runs on a component in your level. Thresholds, state machines and hysteresis live in the graph rather than in Blueprint spaghetti — and because it compiles, an unsupported graph fails in the editor instead of silently doing nothing at runtime.
What the scene can show
Mesh tint
Scalar telemetry drives a material colour on any mesh, so state is legible at a glance across a whole site.
Material parameters
A telemetry key maps to a scalar in a Material Parameter Collection, driving any material that reads it.
Niagara
A custom data interface and array feeder push data frames into Niagara user arrays for particle and field effects.
Heatmaps
Render-target and composite heatmap components resolve many devices into a continuous spatial field.
Works without the cloud
Three transports sit behind one interface: live, offline, and replay of recorded data. A twin can be built, demonstrated and tested with no network connection — useful for air-gapped sites, and for showing a client their building before a single sensor is installed.
How it connects
STOMP 1.2 over secure WebSockets, with heartbeats and automatic reconnection. Subscriptions are staggered so a scene with many devices does not open every stream at once. Sign in with your Twinise account or an API key. Readings are cached locally in SQLite.
Connection detailsDeploying it on a project
The plugin is not on Fab yet. We install and configure it directly for client projects, against your own scene and device set.
Talk to us about a deployment