statTechnology - WebNativeBrowser

Turn web pages into native UE interfaces.

Stop building complex forms, charts, and dashboards with UMG and Slate. Run Vue, React, ECharts, or plain HTML directly inside UE with real-time interaction with 3D scenes. Web handles data and business UI; UE focuses on real-time 3D rendering.

Full Domestic / 信创 Environment Adaptation

We've done extensive specialized adaptation for China's domestic IT environment, making this the only fully validated Web UI plugin for domestic UE projects:

  • Domestic CPU: Full support for ARM64 architectures including Phytium, Kunpeng, Loongson

  • Domestic GPU: Specialized adaptation completed for Lisuan, Moore Threads and other domestic graphics cards

  • Domestic OS: Tested and compatible with Kylin V10, UOS Server 20, and other domestic operating systems

  • Chinese Input: Complete Pinyin input, candidate words, Chinese-English switching support in Linux environment

Why Choose WebNativeBrowser?

Most UE teams face the same dilemma: the built-in Web Browser control works fine in demo stage, but runs into all sorts of problems in production — insufficient performance, poor cross-platform support, input handling issues, inability to deliver to Linux or ARM64. WebNativeBrowser was built to solve these problems.

Core Features
  • JS ↔ UE Bidirectional Messaging

The fastest way to connect Web UI with Unreal Engine. 100,000 messages in just ~220ms, automatic JSON serialization, Blueprint & C++ dual API, JavaScript side needs only 3 methods to send and receive all messages, extremely easy to use, low migration cost.

  • Drag/Click Placement from Web to 3D Scene

Drag items from Web UI device lists, prop panels, furniture catalogs and place them directly into the UE 3D world. Provides focus switching API to pull focus back to UE scene, platform-level coordinate conversion and mouse position retrieval.

  • GPU-Accelerated Rendering Engine

Direct path from CEF render process to UE5 render pipeline via GPU shared memory, zero CPU copy, zero extra VRAM allocation per frame. D3D11 / D3D12 / Vulkan multi-backend adaptive, smart frame rate, up to 120 FPS, supports 4K video and 8K applications, transparent background + configurable alpha threshold mouse penetration.

  • 17 Out-of-the-Box Demo Pages

Covering all scenarios: message channel, digital twin, drag/click placement to scene, video playback, WebGL, GIS globe, WebRTC, WebSocket, iframe bridge, transparent overlay, performance stress test, input test, file upload, download management, data dashboard, dialog injection, and more.

  • Built-in JSON Blueprint Function Library

Complete JSON operations out of the box, no third-party plugin required (create/parse/serialize/field read-write/array traversal). Single field read takes only ~0.06 µs.

Complete Feature Specifications
  • Rendering & Performance: D3D11/D3D12/Vulkan multi-backend, smart frame rate, up to 120 FPS, 4K/8K support, transparent background + alpha mouse penetration.

  • Input & Interaction: Full keyboard/mouse/touch support, Linux Chinese input, bidirectional key event forwarding, global alert/confirm/prompt injection.

  • File & Download: Native file dialog (Windows) / Runtime Slate dialog (Linux, Shipping-ready), download progress bar/toast notification, JS event broadcasting.

  • Debugging & Logging: Remote DevTools (Ctrl+F12 / ports 9223–9262), separated plugin/CEF logs, runtime log level switching.

  • Permissions & Security: 18 configurable permission policies, global media/permission policies, CEF command-line argument injection.

  • Multi-Instance & Cloud Rendering: Multiple browser widgets + multiple packaged instances, multi-open mode with independent cache/log, compatible with UE Pixel Streaming.

  • Linux Specialization: x86_64/ARM64 dual architecture, GLIBC ≥ 2.17, validated on Lisuan/Moore Threads GPUs, tested on Kylin V10/UOS Server 20, memory fix (`-vmapoolevict`, RSS growth reduced 78%)

Use Cases

Digital Twin, Game & Runtime Tools, AI Application Interface, Data Dashboard, Cloud Rendering Delivery, Domestic IT Deployment.

Documentation & Support
Included Resources

Blueprints: 4 - BP_DemoScene (demo level logic), BP_WebNative (UMG Widget control)

Maps: 1 - DemoMap (complete example level with 17 demo pages)

Textures: 3 - earth-night.jpg, earth-topology.png, night-sky.png (for globe demo)

Materials: 1 - 3Dwidget,Postprocess,Resolve color rendering errors in 3D web scenes

HTML Demo Pages: 17 - Covering all scenarios: message channel, digital twin, video, WebGL, WebRTC, GIS, etc.

Technical Information
  • Supported Engine Versions: 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7, 5.8

  • Supported Development Platforms: Windows 10+; Linux x86_64/ARM64 (GLIBC ≥ 2.17)

  • Supported Target Build Platforms: Win64, Linux, LinuxArm64

  • Code Modules: WebNativeBrowser (Runtime), WebNativeBrowserCore (Runtime), WebNativeBrowserEditor (Editor), WebNativeBrowserVulkanBootstrap (Runtime), WebNativeBrowserFileDialog (Runtime)

  • C++ Classes: Yes

  • Blueprint Support: Yes

  • Network Replicated: No

  • Documentation: https://github.com/starTechnology1994/uewebbrowser/wiki

  • Example Project: Includes DemoMap level + 17 out-of-the-box demo pages

Cross platform: Full platform product level releases for Windows, Linux x86_64, and Linux ARM64, with Linux supporting a minimum of GLIBC 2.17.
Domestication: Feiteng, Kunpeng, Loongson CPU+Li Suan, Mole Thread GPU+Kirin, Tongxin OS full link verification, providing single process mode to cover the problem of IPC freezing in domestic hardware.
High performance: VNet 1 shared texture/Vulkan DMA-BUF zero CPU copy direct to UE rendering pipeline; Intelligent frame rate adjustment for automatic pause of static images, on-demand rendering of dynamic content, and adaptive video frame rate.
Message channel: JS ↔ UE batch merging optimization with high message performance, refreshing at frame rate, single field reading of about 0.06 µ s/time, deserialization of about 2 µ s/time, and single message<1ms.
3D interaction: Transparent area event transmission supports UE native mouse hover/click, 3D Widget automatic exposure and tone mapping correction, and full support for Fcitx5/IBus input method.
Enterprise level multi opening and pixel streaming: natively supports the combination of UE Pixel Streaming and pixel streaming; Support the creation of multiple web controls for the same UE application and the launch of multiple independent instances for the same application; Multi instance independent cache/log directory, natural adaptation to cloud rendering/cloud gaming scenes.

This is really impressive. It’s different from the WebUI plugins in the store. The performance is really high, not at all lagging. It feels similar to native UMG and supports drag and drop, native UE event penetration. It doesn’t affect development at all. Highly praised :glowing_star::glowing_star::glowing_star::glowing_star::glowing_star:

1 Like

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Note: After downloading the plugin from Fab, it will be installed by default in the engine directory plugins/Marketplace, and cannot be used directly at this time. Please cut the plugin to the project plugins/directory, rename it to WebNativeBrowser, and generate a solution that can be used normally after compilation.

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