A UE row folds a live Unreal Engine Pixel Streaming session into Pulsar. Pulsar runs the signalling server for you, Unreal connects to it, and you can broadcast a chosen UE camera out over SRT/NDI/DeckLink, hand out browser-viewer URLs, and drive interactive per-viewer cameras from Unreal. Use it when you want a live UE render on the same control surface as your other sources.

Turn on UE Source Type in Main Settings → Beta Features first. You can have one UE row at a time.


Add a UE row

  1. On a source row, click the coloured input-type chip (left of the source area, showing e.g. NDI / GUI / SRT) to open the type dropdown.
  2. Pick the burnt-orange UE entry. The row switches to a UE row with the X–Y–Z status chain and the RC / CFG / + CAM buttons.

The type chip is locked while a row is streaming, so switch types before you go live.


Set up your Unreal project (CFG wizard)

The CFG button opens a 3-step setup wizard. This is the main way to get Unreal ready.

  1. Click CFG on the UE row.
  2. Select project. Click Browse… and pick your project's .uproject folder. Pulsar shows the project name and checks the plugin.
  3. Plugin. A badge shows whether the PulsarStreaming plugin is up to date. If not, click Install Plugin / Update to drop the bundled plugin into the project.
  4. Next steps in Unreal. Follow the on-screen checklist (below).
  5. Click Close — Pulsar re-checks the plugin.

The CFG button flashes amber when a newer bundled plugin is available. Open CFG and run the update to clear it.

Finishing setup inside Unreal

  1. Right-click your .uproject → generate project files.
  2. Build the project (Development Editor) in Visual Studio or Xcode.
  3. In UE, enable the PulsarStreaming, Pixel Streaming 2, and Remote Control plugins, then restart UE.