The SDK captures browser input events and forwards them to the Unreal Engine application. This page describes each input type and how to configure it.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.
Video tutorial
Configuration
Enable or disable input types during initialization:Mouse input
WhenmouseInput is enabled, the SDK captures mouse clicks, movement, and scroll events on the video element and sends them to UE.
Hover mouse mode
WhenhoverMouse is enabled, mouse movement events are sent to UE even when the mouse button is not pressed. This is useful for hover effects, tooltips, and cursor-driven UI in the UE application.
Toggle at runtime:
Keyboard input
WhenkeyBoardInput is enabled, keypress and keydown events are forwarded to UE.
The SDK includes special handling for the Backspace key, which is explicitly sent via the KeyPress handler to ensure it works correctly across browsers.
Active key release
The SDK automatically releases all active keys when:- The browser tab loses focus (
blurevent) - The page visibility changes (user switches to another tab)
You don’t need to handle key release manually. The SDK automatically releases all held keys when the user switches tabs or the window loses focus, preventing “stuck key” issues in UE.
Touch input
WhentouchInput is enabled, touch events on the video element are sent to UE. This enables interaction with UE applications on mobile and tablet devices.
Fake mouse with touches
SetfakeMouseWithTouches: true to convert touch events into mouse events. This is useful when the UE application only handles mouse input and you want it to work on touch devices.
Gamepad input
WhengamepadInput is enabled, the SDK detects connected gamepads/controllers and forwards their input to UE.
WebXR input
WhenxrInput is enabled, WebXR controller input (VR/AR headsets and controllers) is forwarded to UE.
Text input
UE can request text input from the user by sending ashowOnScreenKeyboard command. The SDK responds by displaying a floating text input modal (EditTextModal). When the user submits text, it’s sent back to UE via the TextboxEntry handler.
You can also send text programmatically:
Next steps
Audio and media input
Configure microphone and camera streams sent to UE.
AFK (idle timeout)
Disconnect inactive users to free up UE instances.