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IoTPulse

Realtime publish/subscribe and device shadows through AWS IoT Core: MQTT 5 over secure WebSockets with Cognito credentials, from Blueprints and C++, built on the officia…

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Connect: MQTT 5 over a secure WebSocket (port 443), signed with AWS SigV4 using the…
Connect With Certificate: X.509 client certificate (mutual TLS) for kiosks and fixed…
Publish / Subscribe with QoS 0 and 1, + and # wildcards, retained messages and a last will
MQTT 5 response topic, correlation data, content type and user properties on received…
Automatic reconnect with back-off; subscriptions renewed after a reconnect without session
Events: On Message, On Connection Lost, On Reconnected, On Stopped, On Subscribed
$45.99$36.79

IoTPulse turns AWS IoT Core into a realtime message bus for your game - no servers to run, scale or patch. Lobby chat, live events, presence, spectator feeds, remote configuration and companion apps all become MQTT topics that players publish to and subscribe to straight from Blueprints or C++.

Connect opens an MQTT 5 connection over a secure WebSocket on port 443 and signs it with the player's own AWS credentials from an Amazon Cognito identity pool, so your IAM policy decides exactly which topics each player may use. Publish and Subscribe support QoS 0 and 1, + and # wildcards, retained messages, a last will for presence, and the MQTT 5 request / response properties. The connection reconnects by itself with exponential back-off and renews its subscriptions when the broker lost the session; events tell you when it dropped, came back or stopped. Publish And Wait confirms that the broker accepted a message.

Device shadows keep small JSON documents per thing in the cloud: Get Shadow, Update Shadow (reported or desired state, optimistic locking with versions) and Delete Shadow work over HTTPS, and Make Shadow Topic lets you follow every change in realtime over MQTT. Publish (HTTPS) sends a one-off message without a connection.

For kiosks, venue machines and other fixed devices, Connect With Certificate uses an X.509 client certificate instead of AWS credentials. Static keys and the default AWS credential chain are available for development, dedicated servers and tools.

Every message, connection event and result arrives on the game thread, and connections close automatically when Play In Editor ends.

IoTPulse is part of the Alpha XP AWS collection for Unreal Engine 4.27 and 5.8. It includes the AWS SDK for C++ and the AWS Common Runtime prebuilt for Win64, Linux and Android and ships with styled HTML documentation, including an example IAM policy.

19Blueprint nodes
9Events
20Project settings
2Engine builds

Key features

  • Connect: MQTT 5 over a secure WebSocket (port 443), signed with AWS SigV4 using the
  • Connect With Certificate: X.509 client certificate (mutual TLS) for kiosks and fixed
  • Publish / Subscribe with QoS 0 and 1, + and # wildcards, retained messages and a last will
  • MQTT 5 response topic, correlation data, content type and user properties on received
  • Automatic reconnect with back-off; subscriptions renewed after a reconnect without session
  • Events: On Message, On Connection Lost, On Reconnected, On Stopped, On Subscribed
  • Publish And Wait: confirmation from the broker (QoS 1)
  • Device shadows over HTTPS: Get, Update (reported / desired, optimistic locking) and Delete
  • Publish (HTTPS) without a connection
  • Topic helpers: Make Topic, Make Shadow Topic, Topic Matches Filter
  • Amazon Cognito identity pools for guest and signed-in players; static keys and the
  • Cancellable latent nodes; everything delivered on the game thread
  • Connections close automatically when the game instance shuts down

Blueprint & C++ API

Every call is reachable from more than one place β€” pick the entry point that fits your project:

ClassTypeNodesUse it for
IoTPulseLibraryFunction library11Configuration, identity and topic helpers for IoTPulse.
IoTPulseConnectionObject6A live MQTT 5 connection to AWS IoT Core, returned by Connect / Connect With Certificate.
Async action nodesLatent Blueprint nodes2Latent node with success / failure output pins.

Callable runs when executed Β· Pure no exec pin, returns a value Β· LatentAsync finishes later and fires its outputs

IoTPulse 2

NodeTypeAvailable onDescription
CancelAsyncAsyncStops waiting: none of this node's output pins fire any more. A request already sent may still complete on AWS.
Is FinishedAsyncAsyncTrue after Cancel was called or the node finished.

MQTT 6

NodeTypeAvailable onDescription
Publish(Topic: String, Payload: String, Qo S: Io T Pulse Qo S, Retain: Boolean, Payload Bytes: Array of Byte, …) β†’ BooleanCallableObjectPublishes a message. Returns false if it could not be queued (stopped connection, invalid topic).
Subscribe(Topic Filter: String, Qo S: Io T Pulse Qo S) β†’ BooleanCallableObjectSubscribes to a topic filter; "+" matches one level, "#" the rest (for example "game/lobby/+/chat"). Messages arrive on On Message, the broker's answer on On Subscribed.
Unsubscribe(Topic Filter: String) β†’ BooleanCallableObjectStops receiving messages for a topic filter.
DisconnectCallableObjectSends DISCONNECT (no last will is published) and stops reconnecting. On Stopped fires when done.
Is Connected() β†’ BooleanPureObjectTrue while the MQTT connection is up (false during a reconnect).
Get Client Id() β†’ StringPureObjectThe MQTT client id of this connection (identity policies often refer to it).

Config 3

NodeTypeAvailable onDescription
Set Region(Region: String)CallableStaticSwitches the AWS region used by every following connection and request.
Set Credential Mode(Mode: Io T Pulse Credential Mode)CallableStaticOverrides the credential mode from the project settings at runtime.
Is Configured() β†’ Boolean, ProblemPureStaticChecks the settings and returns false with a reason when connections cannot work yet.

Identity 5

NodeTypeAvailable onDescription
Set Login Token(Provider: String, Token: String)CallableStaticSigns the player in to the Cognito identity pool with a token from an identity provider.
Clear Login TokensCallableStaticForgets all login tokens and the cached identity (the player becomes a guest again).
Set Static Credentials(Access Key Id: String, Secret Access Key: String, Session Token: String)CallableStaticUses these credentials from now on (Static Keys mode), for example temporary keys handed out by your own backend.
Get Identity Id() β†’ StringPureStaticThe Cognito identity id of this player (also the default MQTT client id), empty until credentials were resolved once.
Make User Pool Provider Name(Region: String, User Pool Id: String) β†’ StringPureStaticBuilds the identity-pool login key of a Cognito user pool: cognito-idp.<region>.amazonaws.com/<user pool id>.

Topics 3

NodeTypeAvailable onDescription
Make Topic(Levels: Array of String) β†’ StringPureStaticJoins topic levels with "/", for example ["game", "lobby", LobbyId, "chat"] -> "game/lobby/42/chat". Stray slashes are removed.
Make Shadow Topic(Thing Name: String, Shadow Name: String, Topic: Io T Pulse Shadow Topic) β†’ StringPureStaticThe reserved MQTT topic of a device shadow, for example "$aws/things/Lobby42/shadow/name/state/update/delta".
Topic Matches Filter(Topic: String, Filter: String) β†’ BooleanPureStaticTrue if Topic matches an MQTT filter with "+" (one level) and "#" (all remaining levels) wildcards - handy to route On Message.

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersFires onWhen it fires
On ConnectedConnection (Io T Pulse Connection), Error (Io T Pulse Error)IoTPulseConnectActionConnected: Connection is ready for Publish / Subscribe.
On FailureConnection (Io T Pulse Connection), Error (Io T Pulse Error)IoTPulseConnectActionThe first connection attempt failed (Connection is None); Error says why.
On SuccessError (Io T Pulse Error)IoTPulsePublishAction
On Not FoundShadow (Io T Pulse Shadow), Error (Io T Pulse Error)IoTPulseGetShadowActionThe thing has no such shadow yet.
On MessageMessage (Io T Pulse Message)IoTPulseConnectionA message arrived on a subscribed topic.
On Connection LostError (Io T Pulse Error)IoTPulseConnectionThe connection dropped (network loss, credentials expired, duplicate client id). It reconnects unless Auto Reconnect is off.
On ReconnectedSession Present (Boolean)IoTPulseConnectionConnected again after On Connection Lost. Session Present = subscriptions survived on the broker.
On Stoppedβ€”IoTPulseConnectionThe connection stopped for good (Disconnect, or a drop with Auto Reconnect off).
On SubscribedTopic Filter (String), Success (Boolean), Granted Qo S (Integer), Error (Io T Pulse Error)IoTPulseConnectionThe broker answered a Subscribe: Success = granted (Granted QoS 0 or 1), otherwise Error says why.

Project settings

Configure once under Project Settings β€Ί Plugins β€Ί IoTPulse β€” values are saved to the project's config .ini, so they travel with the project and your build.

SettingSectionTypeWhat it does
RegionConnectionStringAWS region of your IoT endpoint and identity pool, for example "us-east-1" or "eu-west-1".
Credential ModeCredentialsCredential ModeWhere request credentials come from.
Identity Pool IdCredentialsStringCognito identity pool, for example "us-east-1:01234567-89ab-cdef-0123-456789abcdef".
Allow Guest AccessCredentialsBooleanAllow unauthenticated (guest) identities before Set Login Token is called. The pool must allow guest access too.
Access Key IdCredentialsStringAccess key for Static Keys mode. Keys saved here end up in DefaultGame.ini - use them for development and servers only.
Secret Access KeyCredentialsStringSecret key for Static Keys mode.
Allow Static Keys In ShippingCredentialsBooleanStatic keys are refused in Shipping builds unless this is enabled (for example on a dedicated server).
Io T Data EndpointIoTStringYour account's AWS IoT Core data endpoint, for example "a1b2c3d4e5f6g7-ats.iot.us-east-1.amazonaws.com".
Request Timeout MsConnectionIntegerTotal time an HTTPS request (shadows, Publish (HTTPS)) may take, in milliseconds.
Connect Timeout MsConnectionIntegerTime allowed to open a network connection (HTTPS and MQTT), in milliseconds.
Max RetriesConnectionIntegerAutomatic HTTPS retries with exponential back-off for throttled and transient failures.
Worker ThreadsConnectionIntegerWorker threads that run HTTPS requests and connection setup in the background.
Verify SSLConnectionBooleanVerify TLS certificates of HTTPS requests. Only disable for a local emulator.
Log Sdk WarningsConnectionBooleanForward SDK warnings and errors to the Output Log (LogIoTPulse).
Keep Alive SecondsIoTIntegerMQTT keep-alive (PING) interval in seconds when Connect leaves it at 0. AWS IoT Core accepts 30 - 1200.
Auto ReconnectIoTBooleanReconnect automatically after the connection drops. Off: a dropped connection stops (On Connection Lost, then On Stopped).
Min Reconnect Delay MsIoTIntegerFirst reconnect delay in milliseconds; it doubles (with jitter) after every failed attempt.
Max Reconnect Delay MsIoTIntegerLongest reconnect delay in milliseconds.
Default Qo SIoTQo SQoS used when a node's QoS is "Default". QoS 0 = fire and forget, QoS 1 = acknowledged and retried.
Ack Timeout SecondsIoTIntegerTime to wait for the broker's acknowledgement of a QoS 1 publish, a subscribe or an unsubscribe, in seconds.

Options & enums

EnumValues
Credential ModeCognito Identity Pool Static Keys Default Credential Chain
Qo SDefault (Project Settings) QoS 0 (At Most Once) QoS 1 (At Least Once)
Shadow SectionReported State Desired State Full Document
Shadow Topicupdate update/accepted update/rejected update/delta update/documents get get/accepted get/rejected delete delete/accepted delete/rejected

Compatibility

UE 4.27IoTPulse 4.27.zipUE 5.8IoTPulse 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
LinuxEditor & packaged
AndroidPackaged builds
ModuleTypeLoading phase
IoTPulseRuntimeDefault

Technical details

Code modulesIoTPulse (Runtime), IoTPulseSdk (External, Source/ThirdParty - prebuilt AWS SDK for C++ and AWS Common Runtime)
Blueprints0 Β· C++ classes: 12
Network replicatedNo
Development platformsWindows: Yes, Mac: No, Linux: Yes
Target build platformsWin64, Linux, Android
Third-party softwareYes - AWS SDK for C++ 1.11.916 and the AWS Common Runtime libraries (Apache-2.0), in Source/ThirdParty/IoTPulseSdk
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes12 + 4 structs
Blueprint nodes19
Events9
DocumentationDocumentation.html (in the download)
DownloadIoTPulse.zip Β· 34.3 MB
Versionv1.0.0

What's in the download

FileWhat it is
IoTPulse 4.27.zipPlugin build for Unreal Engine 4.27
IoTPulse 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the IoTPulse folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable IoTPulse under Edit β€Ί Plugins and restart the editor.
  4. Fill in Project Settings β€Ί Plugins β€Ί IoTPulse.
  5. Right-click in any Blueprint graph and search IoTPulse β€” or include the public headers from C++.
  6. Package for your target platform (Windows, Linux, Android).

Good to know

Built for Unreal Engine 4.27 and 5.8. Requires an AWS account with AWS IoT Core; messages, connection minutes and shadow operations are billed by AWS. Signed-in Cognito identities also need an AWS IoT policy attached by your backend (see the documentation). On Linux and Android TLS trusts the root certificates of the engine's SSL module and HTTPS uses the engine's libcurl and OpenSSL. On Win64 the SDK is one DLL with a plugin-specific name, so IoTPulse can be installed next to other AWS-based plugins. Never ship long-term access keys or device private keys in a game client: use a Cognito identity pool for players. Developed and maintained by Alpha XP.

Everything included

  • Connect: MQTT 5 over a secure WebSocket (port 443), signed with AWS SigV4 using the…
  • Connect With Certificate: X.509 client certificate (mutual TLS) for kiosks and fixed…
  • Publish / Subscribe with QoS 0 and 1, + and # wildcards, retained messages and a last will
  • MQTT 5 response topic, correlation data, content type and user properties on received…
  • Automatic reconnect with back-off; subscriptions renewed after a reconnect without session
  • Events: On Message, On Connection Lost, On Reconnected, On Stopped, On Subscribed
  • Publish And Wait: confirmation from the broker (QoS 1)
  • Device shadows over HTTPS: Get, Update (reported / desired, optimistic locking) and Delete
  • Publish (HTTPS) without a connection
  • Topic helpers: Make Topic, Make Shadow Topic, Topic Matches Filter
  • Amazon Cognito identity pools for guest and signed-in players; static keys and the…
  • Cancellable latent nodes; everything delivered on the game thread
  • Connections close automatically when the game instance shuts down

Platforms

WindowsLinuxAndroid

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileIoTPulse.zip
FormatZIP
Size34.3 MB
Versionv1.0.0
Licence fileIncluded in the archive
SHA-25627bb9ae9113ddb86…

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Resell & white-label

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One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β†’ In the download, so you can verify the file you receive.

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