VST Audio
Vst Audio is a plugin for Unreal Engine 5 that imports, loads and runs Steinberg VST3 audio plugins in C++, Blueprints and Metasounds.

It provides a real-time VST3 host integrated into the engine, making VST processing available in:
C++
Blueprints
MetaSounds
The Unreal Editor
Packaged / shipped builds
This enables Unreal Engine projects to use the same professional audio processing tools found in Digital Audio Workstations (DAWs), but fully embedded in interactive applications, games, simulations, and virtual production workflows.
In short: Unreal Engine becomes a VST3 host.
What This Plugin Does
VST Audio embeds a complete VST3 hosting layer inside Unreal Engine, allowing the engine to:
Discover VST3 plugins
Load and instantiate them at runtime
Process audio through them in real time
Control parameters programmatically
Integrate processing into Unreal’s audio pipeline
This allows Unreal Engine to function similarly to a DAW in terms of plugin hosting, but with full access to gameplay systems, procedural audio, and runtime interaction.
Why Use VST Plugins in Unreal Engine?
VST plugins are the industry standard for audio processing and synthesis. They provide:
Professional audio effects (EQ, compression, reverb, etc.)
Virtual instruments and synthesizers
Spatial audio processors
Mastering tools
Real-time sound design systems
By hosting VST plugins directly in Unreal, you can use existing audio production tools inside real-time interactive environments without rewriting DSP code.
Key Features
Native VST3 Hosting
- Loads standard Steinberg VST3 plugins
Runtime instantiation and management
Full audio processing support
Engine Integration
Works in Unreal Editor and packaged builds
Accessible from C++, Blueprints, and MetaSounds
Compatible with Unreal’s audio rendering pipeline
Real-Time Parameter Control
Automate plugin parameters from gameplay systems
Drive audio processing using game logic or user input
Blueprint-accessible parameter control
MetaSound Integration
Route audio through VST plugins inside MetaSound graphs
Combine procedural audio with external DSP processing
Extend MetaSounds with professional audio effects and instruments
Runtime Plugin Loading
Dynamically load plugins while the application runs
Configure processing chains programmatically
Support interactive audio systems
Use Cases
Game Audio Processing
Apply professional effects directly to in-game audio:
Dynamic reverb environments
Real-time mastering
Character voice processing
Adaptive music effects
Sound Design Directly In The Editor
Do your sound design directly in the editor without hopping between DAWs to edit VST parameters.
Virtual Instruments in Real Time
Trigger VST synthesizers or samplers from gameplay systems or user interaction.
Virtual Production & XR
Use studio-grade audio processing in:
Virtual sets
Live simulation environments
Interactive installations
Procedural Audio Systems
Combine Unreal’s procedural audio generation with advanced DSP from VST plugins.
Audio Tools & Applications
Build audio software inside Unreal Engine:
Interactive audio workstations
Real-time performance systems
Audio visualization tools
Frequently Asked Questions
Licensing & Usage
Can sound designers use their existing VST plugins inside the Unreal Editor?
Sound designers can load and use any VST3 plugins installed on their system directly inside Unreal Engine for:
sound design
audio processing
rendering Sound Waves
MetaSound workflows
content production
This is equivalent to using those plugins in a DAW.
No redistribution license is required when using VST plugins purely as production tools inside the editor.
If you are using plugins to create audio assets (for example rendering Sound Waves), you are not distributing the plugin — only the audio result.
Do I need special licenses to design audio in Unreal using my VST plugins?
No.
If you are using VST plugins in the Unreal Editor as part of your sound design workflow, you only need whatever normal license the plugin requires for standard use on your machine.
This is the same as using the plugin in:
a DAW
an audio editor
a production pipeline
Unreal Engine simply becomes another host.
When does licensing become important?
Licensing matters when you redistribute the plugin itself.
Examples where redistribution may occur:
shipping a game that includes the plugin binary
bundling plugins with your application installer
embedding plugins for automatic loading on user machines
Each VST plugin developer defines whether redistribution is allowed.
Some allow it.
Some require special agreements.
Many prohibit it entirely.
VST Audio does not change or override those licenses.
Can I ship a game that uses VST plugins?
Yes — depending on how the plugin is used.
There are two common models:
1. Bundling the plugin with your game
Allowed only if the plugin license permits redistribution.
You must follow the plugin vendor’s licensing terms.
2. End users load their own installed plugins
This is fully valid and typically has no licensing issues.
If the end user installs and licenses the plugin on their own system, your application is simply hosting it — exactly like a DAW.
In this model:
you are not redistributing the plugin
the user controls licensing
responsibility remains with the plugin owner
This is often the simplest and safest distribution approach.
Can end users load their own VST plugins in a shipped game?
Yes.
Applications can allow users to load VST3 plugins installed on their own systems.
As long as the user has legally obtained and licensed the plugin, there are generally no redistribution concerns because nothing is being distributed by the game developer.
Is VST Audio Free or Paid
VST Audio is currently:
Free for Unreal Editor use (development and sound design workflows)
Requires a license for runtime use in packaged applications
If you ship a game or application that includes VST Audio runtime functionality, a runtime license is required.
There are no royalties or revenue sharing, but distribution requires a valid runtime license.
Performance
How does performance compare to Unreal native audio nodes?
Performance depends primarily on the VST plugin itself.
This is exactly the same behaviour seen in Digital Audio Workstations.
Some plugins are lightweight and highly optimized.
Some are CPU intensive.
Some may even outperform equivalent Unreal processing depending on implementation.
There is no universal performance profile — it is plugin dependent.
Is there extra overhead from running VST plugins in Unreal?
Minimal.
VST Audio hosts plugins using standard VST processing callbacks and integrates with Unreal’s audio pipeline. Runtime cost is dominated by the plugin DSP, not the host layer.
In practice, performance characteristics are similar to running the same plugin in a DAW under comparable buffer settings.
Can VST plugins run in real time during gameplay?
Yes.
VST plugins can process audio in real time during runtime and in packaged builds.
Runtime & Distribution
Does VST Audio work in packaged builds?
Yes.
VST plugins can be loaded and processed at runtime in shipped applications.
Can plugins be loaded dynamically at runtime?
Yes.
IE Applications can load, instantiate, and control plugins while running.