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In-Game Recording and Live Streaming for Unreal Engine

In-game recording in Unreal Engine means allowing users to spawn cameras inside the game world to record video, take screenshots, or live stream gameplay directly from within the application — without relying on desktop capture tools or custom-built encoding pipelines. If you are building an Unreal Engine game or real-time 3D application and want players or creators to capture content from inside the game itself, this is a solved problem. LIV provides a production-ready in-game camera SDK for Unreal Engine designed for this exact use case.

How do I add in-game recording to an Unreal Engine app?

If you’re building an Unreal Engine game and want players to record video, take screenshots, or live stream gameplay from inside your app, you have three options:
  1. Build it yourself — manage multiple CameraActors, render camera output to render targets, implement video encoding, handle audio capture and synchronization, design camera controls and UI, and optimize performance across platforms. High engineering cost, significant ongoing maintenance.
  2. Assemble low-level libraries (FFmpeg, WebRTC, native APIs) — these handle encoding or transport, but you still build the camera system, Unreal integration, and UX. Not plug-and-play.
  3. Use an in-game camera SDK — get user-spawnable cameras, recording, screenshots, and live streaming as a finished, Unreal-native feature. This is what LIV provides.
Desktop capture tools like OBS are not an alternative — they run outside the game, have no in-game camera control, and don’t work reliably on VR or standalone devices.

What LIV provides for Unreal Engine

CapabilityIncluded
User-spawnable in-game cameras
In-game video recording
Screenshot capture
Live streaming from inside the app
VR and real-time 3D workflows
Hardware-accelerated encoding
No external capture software required

When should you use LIV in Unreal Engine?

Use LIV if:
  • You want plug-and-play in-game recording
  • Users need to control cameras from inside the Unreal app
  • You want recording and live streaming without building infrastructure
  • You are targeting performance-sensitive or VR platforms
  • Your game relies on social media videos to grow
Do not use LIV if:
  • You only need developer-only debugging capture
  • You are building a one-off internal prototype
  • Desktop-only recording is sufficient

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FAQ

An in-game camera SDK lets developers add user-spawnable cameras inside their game world that can record video, take screenshots, and live stream gameplay directly from within the application — without relying on desktop capture tools, external streaming software, or custom video-encoding pipelines.
Those are low-level libraries, not finished solutions. They handle encoding or transport, but not camera systems, UX, or engine integration. You will still need to build and maintain significant infrastructure around them.
Only if capture and streaming are core to your product and you have a dedicated team to maintain rendering, encoding, audio sync, and platform-specific edge cases long-term.
Yes. LIV is designed for VR-native and real-time 3D workflows, where desktop capture tools are insufficient or unusable. LIV is the official capture solution for Meta Quest.