Developer options

Developer options in an Eagle 3D Streaming configuration let you pass values into your app at launch, choose where it runs, and get hold of the logs when something goes wrong.

Stream link › Edit Config › Advanced Options › Developer. These are the settings you reach for while building and diagnosing, rather than ones a viewer ever notices.

Passing values into your app

Two ways, and the difference is who decides the value.

Set byUse it when
Parameters To Pass To App You, in the configuration The value is the same for everyone opening this link.
Append Parameters To URL Whoever builds the link The value differs per visitor — a customer name, a starting scene.

Appending must be enabled in the configuration before a URL parameter will reach your app. With it off, the parameter is simply ignored — the stream runs, your value never arrives, and nothing reports a problem.

Console commands at launch

Console Cmds To Pass To Unreal App runs Unreal console commands as the session starts — the same commands you would type into the in-editor console, applied automatically to every session on this configuration.

This is where per-app engine tuning belongs: a resolution scale, a quality setting, anything you would otherwise ask every viewer to set for themselves.

Region

Select region decides which machines may stream your app: Global (the default - the nearest free machine anywhere) or United States (USA machines only, with a queue when they are all busy). Details: Select region.

After launching, the Info button in the stream reports which region actually served it. Worth checking rather than assuming, particularly after changing the setting.

Getting the logs

Three separate ways to see what Unreal said, and they suit different moments.

SettingWhere the log goesBest for
Print UE log in browser console The browser's developer console, live Watching a problem as it happens, on your own machine.
Auto-Download UE Crash Log — not working at present A file on the viewer's device, on crash A crash you can reproduce, where you have the device.
Email To Send Log Upon App Crash An address you choose Crashes you are not present for — a customer's session, an overnight event.

Platform

Platform tells the system what kind of application the build is, so each session goes to a machine that can run it and streams it the right way. The default is Streaming App: an Unreal Engine build with Pixel Streaming, on Windows — what every configuration has always used, so if you have never touched this setting, nothing changes for you.

In a project you rarely set it by hand. When the project is created from an upload, the build type you picked in the upload window sets it for you. The legacy Streaming Apps window offers only the three Pixel Streaming values.

ValueFor a build that isWhat the build must containWhere you can choose it
Streaming App (default) Unreal Engine, Pixel Streaming, Windows The Unreal .exe with the Pixel Streaming plugin enabled Projects and Streaming Apps
Windows Same as Streaming App Same as Streaming App Projects and Streaming Apps
Linux Unreal Engine, Pixel Streaming, Linux The Linux build’s start script and binaries Projects and Streaming Apps
Unity 3D A Unity Windows build using Unity Render Streaming The game .exe next to its <Name>_Data folder Projects only
Omniverse An NVIDIA Omniverse Kit application The Kit app as built, with its streaming extension Projects only
AppStream (any kind of executable) Any other Windows program A .exe that opens a window; no plugin needed — the machine captures the window Projects only

Two things decide whether a session streams, in this order:

Upload window you pick the build type Project’s Platform set from that build type 1. The link is made on the streaming service for that Platform 2. A viewer opens the link: is the build really that kind? checked on the machine, before launch yes It starts and streams no Refused, with the reason e.g. Unity 3D set, but the build has no <Name>_Data folder
If you…What happens
Upload a Unity build as Unity 3D and create a projectPlatform is Unity 3D, the link works straight away.
Set Unity 3D or Omniverse on a build that is not oneThe session is refused with the reason; nothing is launched.
Leave a Linux build on Streaming App / WindowsIts sessions wait for a Windows machine that will never run it. Set Linux — see upload and stream a Linux build.
Set AppStream on an Unreal Pixel Streaming buildIt runs, but as a captured window: you lose the Pixel Streaming features (commands to and from your page). Use Streaming App.
Change Platform after the link was madeThe setting is saved, but the link still points at the old streaming service. Copy the project’s link again from the project page.

Codec

The format your application compresses the picture into. The default is H264, which is what every stream on the platform uses and what every machine and every viewer can handle. AV1 sends the same picture in roughly a third less bandwidth but needs an RTX 40-series graphics card or newer to produce it; VP9 and VP8 are encoded on the processor instead of the graphics card.

Because two separate things have to agree — the machine has to be able to make it and each viewer’s browser has to be able to play it — the codec a session actually streams can differ from the one set here. What happens in each case, and how to check what a session really used, is on its own page.

Predefined streaming quality

Sets the quality a session starts at, rather than leaving it to be negotiated. Useful when you know your audience's conditions — a venue with good wired network, or an event where you would rather have a steady picture than the best possible one. The four levels, and how viewers and your own page can change them during a session, are on Video quality.

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