SimpleBLE for Unreal Engine

The Bluetooth plugin for Unreal Engine

Bring Bluetooth into Unreal with SimpleBLE. Skip the platform glue and focus on the experience you are building.

Kober Engineering
InsuLearn
Meta
Fender
Honeywell
Bionic Labs
Sona
SWT
Moon Smart Focus
Lewitt
Medra
Desko
g.tec
IXI
Innovision
Moonlighting Industries
Kober Engineering
InsuLearn
Meta
Fender
Honeywell
Bionic Labs
Sona
SWT
Moon Smart Focus
Lewitt
Medra
Desko
g.tec
IXI
Innovision
Moonlighting Industries
Kober Engineering
InsuLearn
Meta
Fender
Honeywell
Bionic Labs
Sona
SWT
Moon Smart Focus
Lewitt
Medra
Desko
g.tec
IXI
Innovision
Moonlighting Industries
Capabilities

A complete BLE layer, native to Unreal

Bring SimpleBLE into your Unreal projects, from device discovery through live notifications, while keeping your focus on the experience you are building.

  • Scan, connect, and stream

    Discover nearby peripherals, connect to them, then read, write, and subscribe to stream data from Unreal.

  • Services and characteristics

    Inspect services, characteristics, UUIDs, and properties at runtime, matching the protocol your hardware already exposes.

  • Blueprints and C++

    Use the same calls in Blueprints and native code, so designers and engineers work from one integration.

  • One API across platforms

    Keep the same BLE workflow on desktop and mobile, without rebuilding the Bluetooth layer for each operating system.

AHeartRateActor.cpp
// AHeartRateActor::BeginPlay()
auto adapter = SimpleBLE::Adapter::get_adapters()[0];
adapter.scan_for(5000);

auto peripheral = adapter.results()[0];
peripheral.connect();

peripheral.notify(hr_svc, hr_char, [this](ByteArray data) {
    // live sensor data, straight into Unreal
});
Use cases

When Unreal needs live device data

Use SimpleBLE when Bluetooth peripherals are part of the experience: sensors, controls, wearables, and rigs feeding gameplay, visualization, or training workflows.

Fitness

Connected training

Stream trainer, power, cadence, or heart-rate data into Unreal without building a separate BLE integration.

Haptics

Tactile feedback

Connect haptic vests, gloves, and controllers so physical feedback can respond to events in the scene.

Sports

Golf and swing simulation

Bring launch, swing, or club data from Bluetooth hardware into Unreal for training and simulator workflows.

Biofeedback

Adaptive XR

Use heart-rate, EEG, or other wearable signals to adjust scenes, pacing, and feedback in real time.

Simulation

Training rigs

Connect wireless controls, sensors, and motion hardware to Unreal-based simulation and operator training systems.

Installations

Interactive spaces

Use wearables, beacons, and proximity sensors to make location-based Unreal experiences respond to visitors.

Licensing

Two ways to license

Start on Fab when you just need the plugin. Talk to us when your company needs procurement, support, or custom terms.

On Fab

For individuals and small teams.

  • Instant download through Epic's marketplace
  • Per-seat license tied to your Epic account
  • Standard Fab EULA, community support via our forum thread

Company license

For teams that need support and custom terms.

Still validating? Request an evaluation build.

  • Agreement issued to your company
  • Invoice, PO, and net-30 options
  • Priority support and team-wide coverage

Frequently
asked questions

Yes. We support purchase orders and net-30 terms, and provide W-9/W-8 forms and vendor onboarding documentation on request.

Direct licenses are issued to your company as the legal entity, with the seat, team, or site-wide scope defined in the agreement. Contractor coverage can be included. Fab purchases are tied to the individual Epic account that bought them.

Yes. Contractor and agency coverage is defined in the license agreement.

Nothing changes for direct customers. Builds and updates are delivered under contract, independent of any marketplace.

Yes. A single agreement can cover a team, a site, or the whole company.

Yes. Direct agreements can include source access, private patches, compatibility guarantees for specific engine versions, and long-term support windows.

Yes. Fab purchases are credited toward a direct company license. Contact us with your order details.