# Multiple meetings in Unreal Plugin

**URL:** <https://devforum.zoom.us/t/multiple-meetings-in-unreal-plugin/138570>\
**Category:** Meeting SDK\
**Created:** [November 6, 2025, 7:01pm UTC](https://devforum.zoom.us/t/multiple-meetings-in-unreal-plugin/138570 "2025-11-06T19:01:50Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![OG\_TomG](https://sea2.discourse-cdn.com/flex016/user_avatar/devforum.zoom.us/og_tomg/32/53021_2.png) [@OG\_TomG](https://devforum.zoom.us/u/OG_TomG)\
**Post date:** [November 6, 2025, 7:01pm UTC](https://devforum.zoom.us/t/multiple-meetings-in-unreal-plugin/138570/1 "2025-11-06T19:01:50Z")

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**Meeting SDK Type and Version**  
Unreal Engine Plugin v 1.1.0 - MSDK v 6.1.5

We’re attempting to have multiple, simultaneous meetings hosted (or joined) from a single machine using a single running instance of our Unreal Engine executable.

Currently our system works with a session needing one machine, one running Unreal executable, and one Zoom meeting, which is costly so we’ve modified our pipeline to run multiple, simultaneous sessions within a single Unreal executable on a single machine. We’re moving on to the Zoom integration for these sessions where we’ll need to route video and audio to the meeting from one of our sessions but it appears that the plugin was built around a singleton SDK wrapper that most exposed functions eventually drill down to:

```cpp
SDKInterfaceWrap &SDKInterfaceWrap::GetInst() {
  static SDKInterfaceWrap s_inst;
  return s_inst;
}

```

**So I guess the question is:**  
Can this be done on a Windows machine with a plugin update to Unreal, and can that change be made by the team developing this plugin?

We’re capable of making changes to the plugin ourselves if it boils down to simply modifying the workflow to not use a single `SDKInterfaceWrap` and instead allocate one for each meeting. Though we don’t want to do that work without knowledge that it’ll work below the plugin level. I’m just an Unreal engineer so I haven’t poured over all the details of the underlaying SDK and its capabilities so dumbing down responses for me would be much appreciated ❤

@elisa.zoom you indicated you may know someone who can help with this specific variant of the Meeting SDK. We’d love to hear from them!

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<div class="post-metadata">

**Author:** ![elisa.zoom](https://sea2.discourse-cdn.com/flex016/user_avatar/devforum.zoom.us/elisa.zoom/32/47836_2.png) [@elisa.zoom](https://devforum.zoom.us/u/elisa.zoom)\
**Post date:** [November 7, 2025, 1:51pm UTC](https://devforum.zoom.us/t/multiple-meetings-in-unreal-plugin/138570/2 "2025-11-07T13:51:10Z")

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Hi @OG_TomG  
Thanks for reaching out to us!  
I have shared your question internally and will get back to you with an update soon

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<div class="post-metadata">

**Author:** ![elisa.zoom](https://sea2.discourse-cdn.com/flex016/user_avatar/devforum.zoom.us/elisa.zoom/32/47836_2.png) [@elisa.zoom](https://devforum.zoom.us/u/elisa.zoom)\
**Post date:** [November 13, 2025, 9:38pm UTC](https://devforum.zoom.us/t/multiple-meetings-in-unreal-plugin/138570/3 "2025-11-13T21:38:20Z")

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Hi @OG_TomG  
Thanks for your patience here!

I wanted to share a quick update from our recent discussion about the Unreal Engine (UE) plugin and its integration with the Zoom Meeting SDK.

Right now, all UE plugins interface with the SDK through a **singleton `SDKInterfaceWrap`** , which limits Unreal to **one meeting instance at a time**. Any new meetings or setting changes route through that same singleton.

As our Engineering team confirmed, this is **intentional** — the Meeting SDK currently supports only **one instantiation per host OS**. While it’s technically possible to run multiple instances by modifying the **SDK Path Postfix** in the init parameters, that’s **not a supported use case** and would require changes to the open-source wrapper.

Please feel free to share thoughts, blockers or ideas with the community here!
