Getting Started
This page enables the plugin and plays Hapbeat once from the included BasicExample. Creating Event Maps, implementing Blueprint / C++, and targeting multiple devices are covered separately.
1. Add the plugin to the project
Section titled “1. Add the plugin to the project”- Put the contents of this repository in
Plugins/HapbeatSDK/in a C++ project by either method:- Git:
git clone https://github.com/hapbeat/hapbeat-unreal-sdk.git <ProjectRoot>/Plugins/HapbeatSDK - ZIP: download and extract the GitHub ZIP, then copy the contents of the extracted folder into
<ProjectRoot>/Plugins/HapbeatSDK/.
- Git:
- Confirm that
Plugins/HapbeatSDK/HapbeatSDK.upluginexists. Do not leave the ZIP’s parent folder in the path, such asPlugins/HapbeatSDK/hapbeat-unreal-sdk-main/HapbeatSDK.uplugin. - Regenerate project files and build the project’s Development Editor / Win64 target. See Build the project.
2. Enable the plugin
Section titled “2. Enable the plugin”- In Unreal Editor, enable
Hapbeat SDKunder Edit → Plugins. - Open Tools → Hapbeat → Hapbeat Settings. Under Project Settings → Plugins → Hapbeat, set
Connection > Portto the UDP port used by Hapbeat on the same network. The default is7700.
3. Play BasicExample
Section titled “3. Play BasicExample”- In the Content Browser, enable Show Plugin Content from Settings.
- Open
Plugins/HapbeatSDK/Content/HapbeatSamples/BasicExample/Maps/BasicExample. - Start PIE and press
Space.
When the 100 Hz StreamClip plays, installation and network delivery are working. This path does not require a Kit deployment to the device.
Try Fire (Command)
Section titled “Try Fire (Command)”- In Hapbeat Studio, open the Kit at
Plugins/HapbeatSDK/Content/HapbeatSamples/BasicExample/Kit/basic-exam-kit/. - Select the connected Hapbeat and use Deploy to deploy
basic-exam-kit. This installsinstall-clips/sine_200hz_1s.wavfrom the Kit on the device. - Return to BasicExample in PIE and press
F.
F plays basic-exam-kit.sine_200hz_1s as a Fire (Command). Confirm Stream playback with Space first, then verify the installed clip included in the Kit.
If it does not respond, check Hapbeat power, the network, the UDP port, and whether the OS firewall allows Unreal Editor UDP traffic. Look for PONG messages and errors under LogHapbeat in the Output Log.
Included samples
Section titled “Included samples”| Level | What it demonstrates |
|---|---|
| BasicExample | Minimal Stream / Fire (Command) playback |
| Showcase | Z1–Z5 examples that connect in-game events to haptic playback |
| VR Config Example | Address Override configuration and test playback with VR controllers |
Read next
Section titled “Read next”- Event Maps and playback — create Event Maps and play them from Blueprint / C++
- C++ API — call Event Map playback and direct delivery from C++
- Blueprint nodes — reference for all Blueprint nodes and components
- Showcase — Z1–Z5 examples that connect in-game events to haptic playback
- Targeting — Target and Address Override