Work in progress: Support for live streaming services (e.g. Twitch)

I disabled the web camera in the editor preferences, as I don’t have one and didn’t really want to use one.

As for what the output looks like this is what I am getting starting after the ingest sever is selected:



[2014.07.25-01.40.32:308][940]LogTwitch:Display: Selected Twitch ingest server 'US West: San Francisco, CA' for broadcasting
[2014.07.25-01.40.32:675][940]LogTwitch:Display: Twitch broadcast configured for 512 x 304 resolution
DBG: 07/24/14 21:40:38 - TwitchSDK - Entering TTV_GetMaxResolution
DBG: 07/24/14 21:40:38 - TwitchSDK - Exiting TTV_GetMaxResolution
The thread 0x1528 has exited with code 0 (0x0).
[2014.07.25-01.40.39:067][940]LogTwitch:Display: Twitch suggested a maximum streaming resolution of 512 x 320 for our parameters
DBG: 07/24/14 21:40:43 - TwitchSDK - Entering TTV_GetDefaultParams
DBG: 07/24/14 21:40:43 - TwitchSDK - Exiting TTV_GetDefaultParams
The thread 0x1afc has exited with code 0 (0x0).
[2014.07.25-01.40.49:594][940]LogTwitch:Display: Starting Twitch broadcast...
The thread 0x1a30 has exited with code 0 (0x0).
The thread 0x19d4 has exited with code 0 (0x0).
DBG: 07/24/14 21:43:07 - TwitchSDK - Entering TTV_Start
INF: 07/24/14 21:43:07 - TaskRunner - TaskRunner created
INF: 07/24/14 21:43:07 - Thread - Thread ttv::TaskRunner starting
INF: 07/24/14 21:43:07 - Thread - Thread created
INF: 07/24/14 21:43:07 - Streamer - Streamer created
INF: 07/24/14 21:43:07 - VideoStreamer - VideoStreamer created
INF: 07/24/14 21:43:07 - IntelVidEncoder - IntelVidEncoder created
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 Any QSV Device via None
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 Any QSV Device via Any
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 QSV Device 1 via None
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 QSV Device 1 via Any
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 Any QSV Device via d3d11
DBG: 07/24/14 21:43:07 - IntelVidEncoder - Init MFX version 1.4 QSV Device 1 via d3d11
INF: 07/24/14 21:43:07 - VideoStreamer - VideoStreamer destroyed
INF: 07/24/14 21:43:07 - IntelVidEncoder - IntelVidEncoder destroyed
DBG: 07/24/14 21:43:07 - TwitchSDK - Exiting TTV_Start
[2014.07.25-01.43.15:466][940]LogTwitch:Warning: Failed to initiate start of broadcasting to Twitch.

Error: TTV_EC_INTEL_FAILED_SESSION_INIT (72)

Also if you curious here is the value of TwitchVideoParams


TwitchVideoParams = {size=48, outputWidth=512, outputHeight=304, pixelFormat = TTV_PF_RGBA (33619971), maxKbps = 466, targetFps = 30, encodingCpuUsage = TTV_ECU_LOW (0), disableAdaptiveBitrate = false, verticalFlip = false, encoderPlugin = 0x0000000000000000 <NULL>}

Thanks. Can you paste me your web camera specs?

Sorry, it has been a bit before I could get back to this. I have rebuilt my pc and haven’t been able to get my projects up and running again like I had them.
As for camera specs. I haven’t been using a camera, but I’ll borrow one from a friend and try this out.

So I finally got twitch integration working. About a week ago I upgraded my cpu to the i7-4770 for the Oculus rift dk2, and was hoping that would fix this as well. It didn’t initially, so I decided to get OBS and just stream that way. While looking in the setting I noticed the Quick Sync wasn’t enabled. So I went into my bios and enabled integrated graphics.

I figured after this I would try the twitch plug in again, and I got past the TTV_EC_INTEL_FAILED_SESSION_INIT error! After that I did get a divide by 0 exception from the twitch audio sampler. This was because my microphone wasn’t recognized, but I had microphone audio enabled in the plug in. ( I am using an xbox kinect 1) After disabling the microphone audio in the plug in everything worked, and I could stream!

I did have a few times when UE4 would lock up, and loading a new map would cause the steaming to hang. Over all this was pretty cool. Thanks.

Does Twitch work yet?

Do I still need to contact Twitch and get the C++ SDK? I tried 4.7.6 and it just crashes. Maybe it can’t find the SDK?

This has been talked about for almost a year, why doesn’t it just work?

Twitch disabled access to the SDK and discontinued support for it. So Epic couldn’t release it.

>Twitch disabled access to the SDK and discontinued support for it. So Epic couldn’t release it
Discontinued SDK? So support for Twitch broadcasting has been disabled/cut out from UE4 ?
Or I just have to request Twitch SDK from Twitch manually to be able use it with UE4?

Dear ,

What is the current status of the streaming service? I’m working in virtual dressing room project I need to run the kinect camera stream in UE, Which would be the best way to do?

Sadly the twitch guys decided they didn’t need more streaming clients, so they discontinued making the SDK. Epic were relying on the SDK to support their streaming functionality, so it basically ended that functionality in UE4. The Twitch guys essentially said “use OBS or another program”. I guess it was too much effort for them to support the SDK, either way it is pretty annoying, but not Epic’s fault.

This is sad to hear. It would be fantastic to be able to stream any kind of data into UE4. I was thinking about how cool live streaming of motion capture data could be or to have a TV in your game that actually is playing real live content.

This makes sense now with release ofLumberyard Engine as Amazon own Twitch.

even with that, why they cut new customers !

…because it’s Amazon.Why they picked an offshoot of CryEngine over UE4 or Unity is beyond me. Just use Open Broadcaster Software.

Is this still active?

Since Twitch SDK is dead and Twitch itself begins to suck more and more, I am wondering if Epic might consider to use the Youtube Livestream API instead?