SimpleBLE

Usage

Use SimpleBLE from Unreal Engine Blueprints and C++.

SimpleBLE for Unreal Engine provides Blueprint and C++ access to Bluetooth Low Energy adapters, peripherals, services, characteristics, descriptors, notifications, and payload conversion helpers.

Use it when an Unreal project needs to scan for nearby BLE peripherals, connect to a device, inspect services and characteristics, read or write characteristic values, or subscribe to notifications.

API Shape

The plugin exposes Unreal-native UObject and USTRUCT types over the native SimpleBLE runtime:

  • USimpleBLEManager is the convenience entry point for common Blueprint workflows such as initialize, scan, connect by display name, read and write UTF-8 text, and subscribe to notifications.
  • USimpleBLEBackend, USimpleBLEAdapter, and USimpleBLEPeripheral provide lower-level access to adapters, peripheral metadata, byte payloads, services, characteristics, descriptors, and connection events.
  • Services, characteristics, descriptors, manufacturer data, errors, and operation results are reflected as Unreal USTRUCT snapshots.
  • Characteristic and descriptor payloads use TArray<uint8>. USimpleBLEPayloadLibrary provides UTF-8 and hex conversion helpers.

Public Headers

The public C++ headers are grouped under SimpleBLE/:

#include "SimpleBLE/Manager.h"
#include "SimpleBLE/Adapter.h"
#include "SimpleBLE/Peripheral.h"
#include "SimpleBLE/PayloadLibrary.h"

Blueprint Categories

After enabling the plugin and restarting the editor, Blueprint nodes appear under:

  • SimpleBLE
  • SimpleBLE|Adapter
  • SimpleBLE|Peripheral
  • SimpleBLE|Backend
  • SimpleBLE|Payload

Choosing An API

Use USimpleBLEManager for the shortest path from scan to connection, especially in Blueprint projects.

Use the lower-level adapter and peripheral API when you need byte arrays, full service metadata, structured operation errors, or capabilities such as write-with-response versus write-without-response.

Package Contents

The Fab package includes the plugin descriptor, source module, config, third-party native binaries, documentation, icon resources, and third-party notices. The Content/ directory is included for the Fab code plugin package structure; the plugin does not require Unreal assets to function.

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