tencent cloud


Unreal Engine

Last updated: 2022-05-12 19:42:03

    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. If you have any questions, create an issue here.

    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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