Twitch StreamSync : the all-in-one Twitch plugin for Unreal
Connect your Unreal projects or games to Twitch in minutes, and interact with it in real-time.
One plugin, all Twitch APIs : OAuth, Chat, EventSub, and Helix -> fully Blueprint-ready.
Youtube tutorial incoming
What you get
THE All in One Twitch integration plugin for Unreal
One-click setup: OAuth, Chat, EventSub (WebSocket or Webhook).
4 Production-Ready components getting all Twitch informations
Blueprint nodes for everything: send chat, parse events, call Helix actions.
Built-in safety: token validation, scope checks, rate-limit backoff, reconnects.
Dev simulator: test redeems, polls, predictions, subs, raids etc. without going live.
Structured logs: redacts secrets, and an editor button to open the log folder.
A plugin that works in packaged builds.
What’s included
Auth : local redirect server, token persistence, auto-refresh, granted scopes cache.
Chat (IRC) : WebSocket or raw TCP + TLS, command system, moderation REST (slow/emote/follower-only, bans/timeouts, clear chat), reconnect policy, message queue.
EventSub (WS or WH) : choose WebSocket (no port) or Webhook (HMAC verify, local server, challenge flow), keepalive watchdog, reconnect, overlap policy with PubSub. Presets + manual topics (redeems, bits, subs/gifts, raids, follows, polls, unban requests, shield mode, shoutouts, charity, moderator add/remove, bits badge), keepalive & relisten, capped backoff + jitter.
Helix async nodes : Set Channel Title, Set Game (with lookup), Channel Points, Predictions.
Blueprint parsers : strongly-typed “TryParse“ helpers for common events.
Dev tools : Twitch Dev Simulator, Twitch Log Exporter, UX Helpers (open project settings / open log folder).
Sample project : “Twitch connection -> UI with all streamer's public information -> UI with a synchronized Chat ”.
Why StreamSync instead of alternatives
All-in-one: Auth + Chat + EventSub (WS/Webhook) + Helix actions together.
Blueprint-first: every surface exposed as friendly nodes.
Production mindset: rate-limits, jitter backoff, reconnects, token validation, signature checks, secret redaction.
Easy offline / online test : sample project in UE5.4+ and dev simulator → iterate without going live.
Technical details
Engine: UE5 (recent minor versions).
Platforms: Windows editor & packaged builds. Webhook needs a reachable local port; EventSub WebSocket avoids this.
Scopes (enable only what you need): chat:read, chat:edit, channel:manage:broadcast, channel:manage:redemptions, channel:manage:predictions, etc.
Security: EventSub Webhook signature (HMAC SHA-256) with constant-time compare; log redaction on by default.
Support
Feel free to expose any issues or ask any question on my discord : https://discord.gg/BwhyxQAAUn
Changelog (and potentially a roadmap depending on twitch updates and new features)
Sample project (soon) and complete documentation provided
===================== DISCLAIMER ======================
TWITCH STREAMSYNC IS AN INDEPENDENT UNREAL ENGINE PLUGIN AND
IS NOT AFFILIATED WITH, ENDORSED BY, OR SPONSORED BY TWITCH INT
-ERACTIVE, INC. ALL TWITCH TRADEMARKS, LOGOS, AND BRAND NAMES
ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.
=====================================================
I AM NOT RESPONSIBLE FOR ANY IRRESPONSIBLE USE OF THIS PLUGIN