UE plugin

Flowbit Unreal Windows Folder and System structure

Purpose

This Unreal Engine C++ plugin serves as a bridge between UE5 and the Flowbit Server ecosystem, enabling seamless communication between UE-based middleware and Unreal Engine's UI framework. The plugin exposes Flowbit Server functionalities to UE while handling data translation, security, and performance optimization.

Key Features

  • Biderectional Communication:

    • Unreal middleware can invoke UE UI actions through the plugin API.

    • UE UI can trigger Flowbit Server operations via C++ callbacks.

  • Thread-Safe Architecture:

    • Utilizes an asynchronous task queue for server interactions.

    • Ensures main thread synchronization for UI updates.

Target Users

Developers: Leverage the client-server architecture to build custom capture and streaming solutions

Researchers: Analyze and visualize spatial data in real-time through plugin interfaces

Technical Constraints

  • Tested with: Determ3DSceneCapture v1.4.0

  • Tested on: Unreal Engine 5.5.4

  • Platform: Windows 11

  • CUDA Version: 12.8

  • GStreamer Version: 1.22.12

Technical Specifications

System Architecture

The system architecture consists of four distinct layers:

  1. UI Layer: Handles user input and interaction.

  2. Middle Layer: Serves as an intermediary, providing functions accessible to Unreal and managing interactions between Unreal and the native plugin.

  3. Native Plugin Layer: Contains the native plugin interface functions that implement core system functionality.

  4. Process Layer: Manages Unrael's process and rendering functions.

Folder Structure

The folder structure of the Determ Voxel UE Plugin is organized as follows:

  1. Config Directory (/determ_voxel_ue_plugin/Config/):

    • This directory is dedicated to storing system configuration files

  2. Device-Specific Configuration ([Device ID]/): Contains configuration files tailored for specific devices.

  3. Content Directory (/determ_voxel_ue_plugin/Content/):

    • Process Subdirectory (Content/Process/): Houses UE process blueprints responsible for managing rendering.

    • Scene Subdirectory (Content/Scene/): Includes two interactive demo scenes for user engagement.

    • UI Subdirectory (Content/UI/): Contains the Niagara particle system, blueprints for UI loading with event handling, and reusable UI components.

  4. Source Directory (/determ_voxel_ue_plugin/Source/):

    • Process Subdirectory (Source/Process/): Scripts associated with UE processes.

    • Native Subdirectory (Source/Native/): C++ scripts that implement the native interface.

    • UI Subdirectory (Source/UI/): Scripts related to the user interface functionalities.

    • Middleware Subdirectory (Source/Middleware/): Logic scripts that facilitate middleware operations.

  5. Win64 Directory (/determ_voxel_ue_plugin/win64/):

    • Contains the 64-bit C++ plugins necessary for the plugin's operation

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