What Problem Does This Solve?
ULCKStreamingSubsystem is the Blueprint-friendly entry point for live streaming:
- Authenticate with LIV’s streaming service via device pairing
- Start and stop live streams to YouTube, Twitch, or custom RTMP targets
- Monitor stream state, errors, and configuration changes
ILCKStreamingFeature and exposes everything as BlueprintCallable / BlueprintAssignable.
When to Use This
UseULCKStreamingSubsystem when:
- Building a “Go Live” button in your game
- Creating a streaming dashboard UI
- Integrating streaming into your game flow
ILCKStreamingFeature instead.
Accessing the Subsystem
Delegates
All delegates areBlueprintAssignable.
Authentication Methods
Configuration Methods
Streaming Methods
Platform Methods
Streaming Bitrate Presets
YouTube
Twitch
Keyframe interval is fixed at 2 seconds. Bitrates are applied automatically based on the streaming target and quality profile.
Timing Constants
Usage Example
Key Takeaways
GameInstance subsystem — Available globally, survives level transitions
Blueprint-ready — All methods and delegates are Blueprint accessible
Auth-first flow — Login, configure target, then stream
Check prerequisites — Verify
IsAuthenticated() and HasStreamingTarget() before streamingRelated
- Streaming Feature Interface — Underlying C++ interface
- Streaming Types — Enums and data types
- Packet Sink Interface — Custom transport layer
- Project Settings — Enable streaming via
bEnableStreaming