The free plugin that turns an Unreal Engine project into a live CueSync surface. Drag one actor into your level and your world pulses with the music; pair the control channel and Unreal follows your show like a console — cues, scrubbing, and timecode included.
Free on Fab
Get the plugin
Free on Fab, Epic's marketplace. It needs Unreal Engine 5.8 and runs on its own: the Monitor, a demo clock and the web remote work with nothing else installed. Driving it from a live show takes the CueSync desktop app, on a Mac with Apple Silicon.
Read the plugin manual — install, the CueSync Bus, the paired show channel and timecode.
What is in the download — and what is not
The download is the plugin, its documentation, a demo map and an LED-wall material. The stages, fixtures, LED content and scenery in the Fab gallery are not included: they are example scenes built with this plugin and stock engine content.
Included: the plugin with its Monitor panel, tablet remote, Map Check and drop-on drivers, a demo map (L_CueSyncOverview) and an LED-wall material.
Not included: the stage scenes, fixtures, LED content and scenery you see in the gallery.
It runs without the desktop app: Demo mode, a manual clock and the web remote work with nothing else installed.
The CueSync Bus — your world breathes with the music
With Enable CueSync Bus switched on, CueSync streams a continuous, normalized music feed into Unreal over OSC: beat phase, bar phase, musical energy, key-derived hue, tempo, energy trend, and phrase. The plugin writes it all into a bundled Material Parameter Collection — read it from any material or Niagara system, no C++ required.
The plugin smooths the beat between network updates — your pulse animations render at frame rate, not at packet rate.
Energy and hue glide smoothly, so a key change moves the palette instead of popping it.
Signature accent events — BurstFX, TriggerDrop, CutToCamera, PlayCameraMove, SetScreenMedia — arrive as Blueprint events you bind your own art to.
Drop-on driver components for lights, Niagara, materials, post-process, camera shake, and transforms get you reacting in minutes.
Live Show Output — Unreal as a first-class CueSync output
Beyond the CueSync Bus, the desktop can mirror its live cue state to Unreal over a reliable control channel. Unreal follows the show the way a console does: what CueSync says is active is exactly what is active in-engine.
Nothing is ever left stuck on: anything no longer owned by a cue is released.
Jump-safe scrubbing: rewind the show and Unreal reverts cleanly with the timeline.
Unreal stays in step with what is active.
Cue crossfades glide the values your Blueprints see, while the underlying show state stays exact.
Timecode Genlock — Level Sequences chase the show
While a show plays, the plugin installs an Unreal timecode provider fed by CueSync's show clock. Level Sequences chase the show position — re-seeking on a jump, scrubbing otherwise — with a short freewheel across momentary gaps.
Drop-frame and NTSC rates are handled (29.97, 23.976, 59.94, and integer rates).
A Sequence Director component wires the chase to your chosen Level Sequence — one property, no Blueprint graph needed.
When the feed stops, the provider freewheels briefly and then reports unsynchronized.
Monitor and Web Remote — see it, and drive it by hand
A dockable CueSync Monitor panel in the editor shows connection state, live meters, and manual controls, so you can build reactions before CueSync is even running. A plugin-served web remote gives a tablet the same controls with tap-tempo when there's no stream.
The Monitor's status is honest: live stream, standalone clock, and waiting states are distinct — no fake green lights.
Manual sliders and accent buttons drive the same values the OSC stream drives — one source of truth.
The web remote renders labeled controls from a registry your director Blueprints populate — cameras and screens by name, not by number.
Pairing and Security — LAN-local by design
The authoritative channel is opt-in and paired once: the Monitor shows a stable pairing token (with an optional PIN) that you paste into the CueSync output config. No token, no control — the plugin stays a pure reactive receiver.
The pairing token persists across editor restarts, so you pair once per project.
A wrong token or PIN surfaces an error in CueSync.
Everything is LAN-local; the documentation is explicit that the plugin's ports must never be exposed on a routable interface.
Built for both shows
DJ sets and theatre shows reach Unreal through the paths that fit them: beat-driven and analysis-driven streaming for a DJ set, and timecode-driven cue state with genlock for a scripted show.
DJ edition: beats, energy, and phrase from the live analysis stream into Unreal in real time; fired cues activate over the control channel.
Theatre edition: the show timeline drives position-based cue snapshots and the timecode feed — scrub the show, and Unreal scrubs with it.
One plugin, one contract: the same channels and events work in both, so your Unreal art doesn't care which kind of show is running.
Before you flash a room
Flashing light can trigger seizures in people with photosensitive epilepsy. The plugin's strobe is off by default.
Max Flashes Per Second is a target, not a guarantee. Do not rely on it to keep a room, a stream or a recording within safe limits.
For any audience, set it to 3 or lower.
Broadcast guidance (Ofcom; ITU-R BT.1702) treats more than three flashes a second as potentially harmful, so check any video you publish whatever the setting.
Warn your audience before a show that uses it.
What it opens on your network
The plugin listens on the machine that runs Unreal. In the editor, by default:
UDP 8001 — the reactive OSC bus from CueSync.
TCP 8090 — the Monitor's pairing page, the tablet remote and a status endpoint.
TCP 8091 — the paired control channel for cues and timecode, behind a pairing token and an optional PIN.
Keep all three on your local network, never on a routable interface. The plugin sends no telemetry.
Requirements
What it takes to run it, and what live control from a show adds.
Unreal Engine 5.8, on Windows or macOS.
Live control from a show takes the CueSync desktop app, on a Mac with Apple Silicon, with a CueSync licence.
Demo mode, the Monitor and the web remote need neither.
Ready to put your show inside Unreal? Download for Mac and add an Unreal Engine 5 output. Questions about the plugin? Talk to us.