@3dsource/angular-unreal-module
A set of standalone Angular components, services, and providers for integrating Unreal Engine (WebRTC) scenes into Angular applications. It facilitates communication between Angular and Unreal Engine and enables interactive 3D experiences.
Overview
This package provides:
- Standalone Unreal scene component to embed UE stream
- Communication bridge (commands, UI interactions, input data)
- Callback listener for Unreal events and command responses
- NgRx state and effects for 3D stream lifecycle
- Config and utilities for telemetry, errors, and regions ping
- Auto-reconnection support for WebRTC/DataChannel failures
- File receiving from Unreal Engine
- Analytics, FPS monitoring, and stream status telemetry
- Playwright testing mode with mock services
Installation
Prerequisites
- Angular 18+
- NgRx store and effects (v18+)
- Angular CDK (v18+) — used for dialog overlays
provideHttpClient() — required by internal services (telemetry, signalling, regions ping, error reporting)
Peer Dependencies
This library requires the following peer dependencies (match or exceed versions):
{
"@3dsource/source-ui-native": ">=1.0.9",
"@3dsource/types-unreal": ">=0.0.7",
"@3dsource/utils": ">=1.0.21",
"@angular/cdk": ">=18.0.0",
"@angular/common": ">=18.0.0",
"@angular/core": ">=18.0.0",
"@angular/forms": ">=18.0.0",
"@ngrx/effects": ">=18.0.0",
"@ngrx/store": ">=18.0.0"
}
Library Installation
npm i @3dsource/angular-unreal-module
Usage
The API is fully standalone (no NgModule). Use providers and components as shown below.
1) Provide the module services and store slice
Add providers in your application bootstrap (e.g., app.config.ts):
⚠️ Important: UNREAL_CONFIG is required — multiple internal services inject it without { optional: true }. Omitting it will cause a NullInjectorError at runtime. You can provide it with an empty object {} as a minimum.
import { ApplicationConfig } from '@angular/core';
import { provideRouter } from '@angular/router';
import { provideHttpClient } from '@angular/common/http';
import { provideStore } from '@ngrx/store';
import { provideEffects } from '@ngrx/effects';
import { provideAngularUnrealModule, UNREAL_CONFIG } from '@3dsource/angular-unreal-module';
export const appConfig: ApplicationConfig = {
providers: [
provideRouter([]),
provideHttpClient(),
provideStore(),
provideEffects(),
{
provide: UNREAL_CONFIG,
useValue: {
customErrorsEndpoint: '',
commandTelemetryReceiver: '',
regionsPingUrl: '',
screenLockerContainerId: '',
dataChannelConnectionTimeout: 8000,
playwright: false,
reconnect: {
enabled: true,
maxAttempts: 3,
delayMs: 1000,
onIceFailure: true,
onDataChannelClose: true,
},
},
},
provideAngularUnrealModule({ playwright: false }),
],
};
Minimal configuration
If you don't need custom endpoints, provide UNREAL_CONFIG with an empty object:
{ provide: UNREAL_CONFIG, useValue: {} },
provideAngularUnrealModule(),
2) Use the Unreal scene component
Import the component into a standalone component and use it in the template.
import { Component } from '@angular/core';
import { UnrealSceneComponent } from '@3dsource/angular-unreal-module';
@Component({
selector: 'app-root',
standalone: true,
imports: [UnrealSceneComponent],
template: ` <app-unreal-scene [isStudio]="false" [useContainerAsSizeProvider]="true" [studioResolutionSize]="{ width: 1920, height: 1080 }" (changeMouseOverScene)="onHover($event)"> </app-unreal-scene> `,
})
export class AppComponent {
onHover(isOver: boolean) {
}
}
Component selector: <app-unreal-scene>
Inputs:
isStudio | boolean | false |
useContainerAsSizeProvider | boolean | true |
studioResolutionSize | { width: number; height: number } | { width: 1920, height: 1080 } |
Outputs:
changeMouseOverScene | OutputEmitterRef<boolean> |
3) Send commands / interactions to Unreal
Inject UnrealCommunicatorService to send commands or UI interactions. Types for command packets are provided by @3dsource/types-unreal.
There are three sending methods — choose based on your needs:
sendCommandToUnreal | Full pipeline: adds correlationId, records telemetry, dispatches NgRx commandStarted action. Recommended for application commands. |
emitUIInteraction | Sends the packet as a raw UIInteraction message. No telemetry or store dispatch. |
emitCommand | Sends the packet as a raw Command message (for console commands, resolution changes, etc.). |
import { Component, inject } from '@angular/core';
import { UnrealCommunicatorService } from '@3dsource/angular-unreal-module';
import { MetaBoxCommand } from '@3dsource/types-unreal';
import type { MetaBoxCommandPacket } from '@3dsource/types-unreal';
@Component({ standalone: true, template: '' })
export class MyComponent {
private unreal = inject(UnrealCommunicatorService);
sendSomeCommand() {
this.unreal.sendCommandToUnreal({
command: MetaBoxCommand.FChangeResolutionCommand,
payload: { resolution: { x: 1920, y: 1080 } },
});
}
sendRawUIInteraction() {
const packet = {
command: 'CustomCommand',
payload: { key: 'value' },
} as MetaBoxCommandPacket;
this.unreal.emitUIInteraction(packet);
}
}
4) Store integration (actions & selectors)
The module registers an NgRx feature state commandsFeature. You can dispatch actions and select state in your components:
import { inject } from '@angular/core';
import { Store } from '@ngrx/store';
import { startStream, setConfig, setOrchestrationContext, disconnectStream, selectTotalProgress, selectShowLoader, commandsFeature } from '@3dsource/angular-unreal-module';
const store = inject(Store);
store.dispatch(startStream({ config: { autoStart: true, warnTimeout: 120 } }));
const progress = store.selectSignal(selectTotalProgress);
const isVideoPlaying = store.selectSignal(commandsFeature.selectIsVideoPlaying);
const dataChannelConnected = store.selectSignal(commandsFeature.selectDataChannelConnected);
Key selectors:
selectTotalProgress — Scene load progress (0–1 float)
selectShowLoader — Whether loader screen should be visible
selectShowReconnectPopup — Whether reconnect popup should be shown
selectIsVideoPlayingAndDataChannelConnected — Combined readiness check
selectStreamConfig — Current stream configuration
commandsFeature.selectCirrusConnected — Signalling server connection status
commandsFeature.selectDataChannelConnected — Data channel status
commandsFeature.selectViewportReady — Viewport readiness
Key actions:
startStream — Start streaming with config
setConfig — Update stream configuration
setOrchestrationContext — Set orchestration URLs and environment
disconnectStream — Disconnect with reason
destroyUnrealScene — Full teardown
reconnectPeer — Trigger peer reconnection
5) Listen for Unreal callbacks
Inject UnrealCallbackService to listen for callback events from Unreal Engine and to observe command responses.
There are two methods:
fromUnrealCallback | Listens for callbacks matching a command or event key. Supports MetaBox commands and custom Unreal callback events. Returns Observable<UnrealCallbackDescriptor[K]>. |
observeCommandResponse | Sends a command and waits for its matching response by correlationId. Returns Observable<MetaBoxCommandList[K]>. Includes timeout and error handling. |
Custom Unreal callback events (defined in UnrealCallbackEventMap):
onSceneState | FSceneState |
onFocusObject | FProductPayload |
cameraChanged | FCameraChangedPayload |
onObjectTransformChanged | { objectName: string; transform: FTransformJson } |
onChangeSequence | unknown |
onFinishedSequence | unknown |
import { Component, inject } from '@angular/core';
import { UnrealCallbackService } from '@3dsource/angular-unreal-module';
import { UnrealCommunicatorService } from '@3dsource/angular-unreal-module';
import { MetaBoxCommand } from '@3dsource/types-unreal';
@Component({ standalone: true, template: '' })
export class MyComponent {
private callbackService = inject(UnrealCallbackService);
private communicator = inject(UnrealCommunicatorService);
listenForCallbacks() {
this.callbackService.fromUnrealCallback(MetaBoxCommand.FLoadProductCommand).subscribe((data) => console.log('Product loaded:', data));
this.callbackService.fromUnrealCallback('cameraChanged').subscribe((data) => console.log('Camera changed:', data));
}
sendAndObserve() {
this.callbackService
.observeCommandResponse(
{ command: MetaBoxCommand.FLoopBackCommand },
(data) => this.communicator.sendCommandToUnreal(data),
60000,
true,
)
.subscribe((response) => console.log('Response:', response));
}
}
Exported API
Components
UnrealSceneComponent | app-unreal-scene | Main scene container with video stream |
AfkTimeoutModalComponent | — | AFK timeout warning modal |
FreezeFrameComponent | — | Freeze frame overlay |
LowBandwidthModalComponent | — | Low bandwidth warning modal |
LowBandwidthIndicatorComponent | — | Low bandwidth indicator |
ImageLoadingSrcComponent | — | Loading image overlay |
IntroSrcComponent | — | Intro image/video overlay |
VideoStatsComponent | — | Video statistics display |
StatGraphComponent | — | Statistics graph |
WebrtcErrorModalComponent | — | WebRTC error modal |
Services
UnrealCommunicatorService | Send commands and UI interactions to Unreal |
UnrealCallbackService | Listen for Unreal callback events and observe command responses |
AggregatorService | Aggregates data channel messages from Unreal |
SignallingService | Manages WebSocket signalling connection |
VideoService | Manages video element and stats |
WebRtcPlayerService | Manages WebRTC peer connection |
FreezeFrameService | Handles freeze frame images |
AFKService | AFK (away from keyboard) detection and timeout |
DevModeService | Toggle dev mode for debugging |
FileReceiverService | Receives files from Unreal via data channel |
FileHandlerService | Processes received files |
RegionsPingService | Pings regions to determine latency |
CommandTelemetryService | Records command telemetry |
StreamStatusTelemetryService | Reports stream status telemetry |
AnalyticsService | Analytics event tracking |
FpsMonitorService | FPS monitoring |
Pipes
SafeHtmlPipe | Bypasses Angular HTML sanitizer |
Interfaces
UnrealInitialConfig | Shape for UNREAL_CONFIG injection token |
ReconnectConfig | Auto-reconnection behavior configuration |
StreamConfig | Stream configuration (autoStart, warnTimeout) |
StreamResolutionProps | Stream resolution width/height |
UnrealCallbackEventMap | Custom Unreal callback events pushed from Unreal via data channel |
UnrealCallbackDescriptor | Combined map of MetaBoxCommandList and UnrealCallbackEventMap callback types |
Features
- Standalone Unreal Scene Component
- Command and UI Interaction API via
UnrealCommunicatorService
- Callback listener and command response observer via
UnrealCallbackService
- Event-driven status UI (freeze frame, video stats, play overlay, AFK, low bandwidth)
- NgRx-powered state management and effects
- Required initial configuration via
UNREAL_CONFIG injection token
- Auto-reconnection on WebRTC/DataChannel failures (configurable)
- File receiving from Unreal Engine via data channel
- Analytics and FPS monitoring
- Playwright testing mode with mock service substitution
Examples
Check the demo application for complete usage examples:
npm run demo:start
See also: projects/demo/src/app/demo-layout/info-pages/unreal-scene-demo/constants/unreal.routes.ts for a real-world provider configuration example.
Engine requirements