tencent cloud


Unreal Engine

Last updated: 2022-09-26 12:00:32

    This document describes how to quickly integrate the TRTC SDK for Unreal Engine into your project.

    Environment Requirements

    • Unreal Engine 4.27.1 or above
    • Developing for Android:
      • Android Studio 4.0 or above
      • Visual Studio 2017 15.6 or above
      • A real device for testing
    • Developing for iOS and macOS:
      • Xcode 11.0 or above
      • OS X 10.11 or above
      • A valid developer signature for your project
    • Developing for Windows:
      • OS: Windows 7 SP1 or above (64-bit based on x86-64)
      • Disk space: at least 1.64 GB of space after the IDE and relevant tools are installed
      • Visual Studio 2019

    Integrating the SDK

    1. Download the SDK and its source code.

    2. Copy the TRTCSDK folder to the Source/[project_name] directory of your project ([project_name] is the name of your project).

    3. Add the following function to the [project_name].Build.cs file in your project.

      // Load the TRTC library for different platforms
      private void loadTRTCSDK(ReadOnlyTargetRules Target)
      string _TRTCSDKPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "TRTCSDK"));
      bEnableUndefinedIdentifierWarnings = false;
      if (Target.Platform == UnrealTargetPlatform.Android)
          // Load the Android header file
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/Android"));
          PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
          // Load the Android APL file
          AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(ModuleDirectory, "TRTCSDK", "Android", "APL_armv7.xml")));
          string Architecture = "armeabi-v7a";
          // string Architecture = "arm64-v8a";
          // string Architecture = "armeabi";
          PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory,"TRTCSDK", "Android", Architecture, "libtraeimp-rtmp.so"));
          PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory,"TRTCSDK", "Android", Architecture, "libliteavsdk.so"));
      }else if (Target.Platform == UnrealTargetPlatform.IOS)
          // Load the iOS header file
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/iOS"));
          PublicAdditionalLibraries.AddRange(new string[] {
              new string[] {
          PublicAdditionalFrameworks.Add(new UEBuildFramework( "TXLiteAVSDK_TRTC",_TRTCSDKPath+"/ios/TXLiteAVSDK_TRTC.framework.zip", ""));
      }else if(Target.Platform == UnrealTargetPlatform.Mac)
          // Load the macOS header file
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/Mac"));
          PublicAdditionalLibraries.AddRange(new string[] {
              new string[] {
          PublicFrameworks.Add(Path.Combine(_TRTCSDKPath, "Mac", "Release","TXLiteAVSDK_TRTC_Mac.framework"));
      }else if (Target.Platform == UnrealTargetPlatform.Win64)
          // Load the 64-bit Windows header file
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/win64"));
          PublicAdditionalLibraries.Add(Path.Combine(_TRTCSDKPath, "win64", "Release","liteav.lib"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "liteav.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHook.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHookService.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "openh264.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "TRAE.dll"));
           RuntimeDependencies.Add("$(BinaryOutputDir)/liteav.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "liteav.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/LiteAvAudioHook.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHook.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/LiteAvAudioHookService.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHookService.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/openh264.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "openh264.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/TRAE.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "TRAE.dll"));
    4. Call the function in the [project_name].Build.cs file.

    5. You have integrated the TRTC SDK into your project and can now use it in the CPP file.#include "ITRTCCloud.h"

      // Get a TRTC singleton
      if (JNIEnv* Env = FAndroidApplication::GetJavaEnv()) {
          void* activity = (void*) FAndroidApplication::GetGameActivityThis();
          // For Android, pass in the context object
          pTRTCCloud = getTRTCShareInstance(activity);
      pTRTCCloud = getTRTCShareInstance();
      // Register event callbacks
      // Get the version number
      std::string version = pTRTCCloud->getSDKVersion();
      // Enter a room
      trtc::TRTCParams params;
      params.userId = "123";
      params.roomId = 110;
      params.sdkAppId = SDKAppID;
      params.userSig = GenerateTestUserSig().genTestUserSig(params.userId, SDKAppID, SECRETKEY);
      pTRTCCloud->enterRoom(params, trtc::TRTCAppSceneVideoCall);


    1. Go to File > Package Project > Mac.
    2. Configure permissions. Right-click the xxx.app file compiled in the previous step and select Show Package Contents.
    3. Go to Contents > Info.plist.
    4. Select Information Property List and add the following two permissions:
      <string>Video calls are possible only with camera permission.</string>
      <string>Audio calls are possible only with mic access.</string>
    5. If you use UE4 Editor, add the above permissions to the UE4Editor.app file.

    TRTC Cross-Platform (C++) APIs

    API Documentation (Chinese)

    API Documentation (English)

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