This page provides a comprehensive guide on using Streampixel’s built-in voice and text chat, enabling real-time communication within your Unreal Engine applications. You’ll learn how to enable chat options, understand the system behavior, and customize chat interactions for various use cases like collaborative apps, multiplayer simulations, or virtual showrooms.Documentation Index
Fetch the complete documentation index at: https://docs.streampixel.io/llms.txt
Use this file to discover all available pages before exploring further.
Chat features overview
Streampixel provides integrated text and voice chat features out of the box, available to enable per project.
| Text Chat | Enables a real-time chat window for users to exchange messages during the stream. |
|---|---|
| Voice Chat | Activates high-quality, low-latency voice communication using WebRTC. |
| Chat UI Theme | Select between Light or Dark theme for the chat interface. |
| Chat UI Position | Align the chat interface to the Left or Right side of the screen. |
| Mute on Entry | Automatically mute the microphone of each user when they join the session. |
| Communication Startup Behavior | Choose whether chat starts automatically with the session or only when triggered by your Unreal application. |
Enabling communication
To enable chat features for your project:Communication startup behavior
This setting determines when the chat interface appears during a session.| Option | Behavior |
|---|---|
| Start on Session Begin | The chat interface becomes visible automatically as soon as the stream starts. |
| Start When Triggered by App | The chat interface is only shown when explicitly triggered from the Unreal Engine app, Iframe or WebSDK. |
Programmatic connection and disconnection
You can start or stop the built-in communication system — including both text and voice chat — programmatically by sending messages from either:- Unreal Engine (via Pixel Streaming Blueprint)
- A custom frontend (via
iframemessage) - WebSDK (
window.postMessage()or WebSocket command)
Trigger methods
This message can be sent via:- Unreal Engine: Using
send pixel streaming responsenode via the blueprints - iframe Embed: Using
iframe.contentWindow.postMessage(...)
Connect to chat
To start a communication session, send the following JSON message either from Unreal or Iframe:name(string) – Display name of the user in the chat window.pfpUrl(string) – URL to the user’s profile picture. This will be shown next to their messages and in the voice chat panel.roomId(string) – A unique ID representing a communication room. Users with the sameroomIdwill be able to see and talk to each other.
If roomId is not specified, all users will be placed into a default room based on the project — i.e., one room per project. This means every user connected to the same project instance will be able to communicate.
Disconnect from chat
To disconnect the user from the chat system, simply send:- Immediately stop both voice and text communication
- Remove the user from the current room
- Clean up the UI for a seamless experience
Unreal Engine setup (Blueprint method)
To trigger chat from Unreal:Start connection (Blueprint)

Send Pixel Streaming Response node. Append the following string parts to create the message:
Disconnect (Blueprint)

Send Pixel Streaming Response method.
Iframe setup
If you’re embedding the experience via an iframe, you can initiate or terminate communication by sending the same JSON messages (#connect-to-chat and #disconnect-blueprint Jsons.) described above usingpostMessage. No additional configuration is required — just ensure the iframe is actively streaming your project. For more info check stream-control-commands.md