Rocket League has a built-in Stats API: an official feature from Psyonix that streams live match data from the game to programs on your PC. Scores, the clock, players, goals with shot speed, saves, demos and more arrive as JSON messages the moment they happen. It's what powers custom broadcast HUDs, stream overlays and stat trackers.
It's switched off by default. Here's how to turn it on, check that it works, and fix the usual problems.
Enable it in 5 steps
Close Rocket League
The game only reads the setting when it starts, so changes made while it's running do nothing until you restart.
Open the game's Config folder
Go to
<Install folder>\TAGame\Config. The default install folders are:- Epic Games:
C:\Program Files\Epic Games\rocketleague\TAGame\Config - Steam:
C:\Program Files (x86)\Steam\steamapps\common\rocketleague\TAGame\Config
Installed somewhere else? In Steam, right-click Rocket League › Manage › Browse local files. In the Epic launcher, open your Library, click the three dots on Rocket League › Manage and click the folder icon next to the install location.
- Epic Games:
Open the Stats API ini file
Open
TAStatsAPI.iniin Notepad. If that file doesn't exist, useDefaultStatsAPI.ini. Files under Program Files are protected, so if Windows won't let you save, start Notepad with Run as administrator and open the file from there.Set PacketSendRate
Under the
[TAGame.MatchStatsExporter_TA]section, setPacketSendRateto a number above 0. 30 is a good default for overlays:[TAGame.MatchStatsExporter_TA] PacketSendRate=30 Port=49123 WebPort=49124Save the file. Keep the section name exactly as it is.
Start the game and join a match
Launch Rocket League and start a match. The game now listens on TCP port 49123 and a WebSocket on port 49124 on your PC and sends data while a match is in progress.
The settings explained
| Setting | Default | What it does |
|---|---|---|
PacketSendRate | 0 (off) | How many UpdateState messages per second the game sends (scores, clock, players, boost…). Maximum 120; 0 disables the Stats API. |
Port | 49123 | Local TCP port. Set to 0 to disable TCP. Must differ from WebPort. |
WebPort | 49124 | Local WebSocket port, handy for browser-based tools. Set to 0 to disable. Must differ from Port. |
UpdateState messages. Events like GoalScored are always sent on the exact tick they happen, so a lower rate won't make goal alerts late.Check that it works
While you're in a match, open PowerShell and run:
Test-NetConnection 127.0.0.1 -Port 49123
If it says TcpTestSucceeded : True, the Stats API is on. Check the WebSocket the same way with -Port 49124.
Every message has the same shape: an event name plus its data.
{
"Event": "GoalScored",
"Data": { "MatchGuid": "…", "GoalSpeed": 112.4,
"Scorer": { "Name": "PlayerA", "TeamNum": 0 } }
}
What data you get
UpdateState (at your PacketSendRate): every player's name, platform ID, team, score, goals, shots, assists, saves, touches and demos, plus the teams, score, clock, overtime and arena. Some fields, such as boost and speed, are only sent for your own team or while spectating.
Events (instantly): MatchCreated, MatchInitialized, CountdownBegin, RoundStarted, GoalScored, BallHit, CrossbarHit, ClockUpdatedSeconds, GoalReplayStart / End, MatchEnded, PodiumStart, MatchDestroyed, PlayerJoined / Left and StatfeedEvent, which covers saves, demos, MVP, hat tricks, aerial goals, flip resets and more.
Psyonix's full reference is on the official Stats API page.
Troubleshooting
Nothing connects on port 49123
Check that PacketSendRate is above 0, that you edited the file in the right install folder, and that you restarted the game afterwards. Data only flows while a match is running.
Windows won't let me save the file
Run Notepad as administrator, or copy the file to your desktop, edit it there and copy it back.
It stopped working after a game update
Open the ini again and check your settings are still there. If they were reset, set them again.
Another app is already using the port
Change Port or WebPort to a free number (Port and WebPort must be different) and point your tool at the new port.
FAQ
Can I get banned for this?
The Stats API is an official, documented Rocket League feature. You enable it in the game's own config file, and it only shares data through a local socket on your PC. It doesn't modify the game or read its memory.
Does it work on console?
No. Enabling it means editing a file in the game folder, which is only possible on PC (Steam or Epic Games).
Does it work in online matches?
Yes, it sends data in matches you play as well as ones you spectate. Some details about opponents, such as their boost, are only included while spectating.
Turn that data into a stream overlay
Boostcast uses the Stats API to drive match intros, goal stingers, a live scoreboard, Twitch predictions and auto-clips to TikTok, all from one OBS browser source.
GET EARLY ACCESS