The complete Modbus TCP toolkit for Blueprints: read and write single or multiple coils and registers, 16/32/64-bit values with any word and byte order, and a point map you edit in a Data Table. For UE 5.7 and 5.8.
Live industrial data in Unreal Engine, straight from Blueprints
ModbusTCP Client talks Modbus TCP, the protocol used by most PLCs, drives, meters and simulators. Your scenes can show real machine states and send commands back, with no C++ required.
Built for digital twins, plant and process visualisation, operator training simulators and HMI prototyping.
⭐ Why ModbusTCP Client
Point map in a Data Table. Define every point once, then edit it like a spreadsheet or import it from CSV. No Blueprint rewiring when a PLC address changes. Read and write each point by name.
Success and Failed exec pins. 26 network and point nodes branch for you, so there's no Branch-on-Status boilerplate. The Status code is still there when you need the detail.
Multi-register writes. Write single or multiple coils and holding registers in one request (FC 05, 06, 15 and 16), so 32 and 64-bit values land in one go.
16, 32 and 64-bit values, any word and byte order. Int16, UInt16, Int32, Float32 and Int64, with word order and byte swap per point. Values stay in their native types, with no rounding through doubles.
UE 5.7 and 5.8.
🚀 Up and running in minutes
Ready-made UMG demo level with connection, coils, inputs and registers panels.
Full PDF user manual with a picture of every node and four short worked examples.
Free Modbus test server with a live dashboard, so you can try everything without a PLC.
⚙️ Everything you need
53 Blueprint nodes to connect, read, write and poll from any Actor or Widget Blueprint. Create Modbus Session starts with the usual defaults (port 502, unit ID 1, 1000 ms), so most devices connect with just an IP address.
All four Modbus data areas: coils, discrete inputs, holding registers and input registers, single or block reads.
Background polling on its own thread at the interval you set (200 ms by default), so the game thread never waits on the network.
Instant cached reads of the latest polled value, ready for UMG bindings and Tick.
Connection handling: Is Connected, Disconnect and Reconnect, with configurable timeouts. A running poll worker recovers automatically after Reconnect.
🏭 Use cases
Digital twins that mirror a live machine, line or building system.
Real-time visualisation of tanks, conveyors, valves, motors and sensors.
Operator training simulators connected to a real or simulated PLC.
HMI and SCADA screen prototyping in UMG.
Trade-show and showroom demos driven by real equipment.
⚠️ Not a safety product
ModbusTCP Client is not designed or certified for safety functions, emergency stops, interlocks or any control where a failure could cause harm. Keep safety and primary control logic in the PLC. Modbus TCP has no built-in authentication or encryption, so use it only on trusted, isolated networks.
🔧 Technical details
Engine versions: 5.7, 5.8
Platforms: Windows (Win64), editor and packaged builds
Code modules: ModbusTCPClient (Runtime)
Protocol: Modbus TCP client (master) to any Modbus TCP server (slave)
Function codes: 01, 02, 03, 04, 05, 06, 15, 16
Data types: Bool, Int16, UInt16, Int32, Float32, Int64, with word and byte order per point
Blueprint nodes: 53 (Session, Read/Write, Map and Polling, Conversion)
Threading: polling on a background thread; cached reads never block. Direct reads and writes block for up to the session timeout.
Network replicated: No
Native library: a precompiled Windows DLL, bundled and staged into packaged builds automatically. No extra installs.
Included: UMG demo level, example Blueprints, sample Data Table map, PDF manual (Docs folder), Python test server (Extras/TestServer, needs Python 3 and pymodbus)
Support: virgsoft@outlook.com