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 — pointed at one device, an explicit set, a context group or a whole hub, over the current value or the last N samples.
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 from the plugin panel; API-key access is planned. 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