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Open a URL in the Browser from within the Unreal App on the user's device

Overview

Open a different URL as a separate Tab from within the Unreal App running from the Browser.

Instructions

Check out the below Video previews from the Desktop and Mobile devices.

1. Desktop Preview

Video 1. Desktop Preview

2. Android Preview

Video 2. Android Preview

Try the Feature from this demo URL :
https://connector.eagle3dstreaming.com/v5/demo/E3DSFeaturesTemplate/E3DS-Iframe-Demo?exeLunchArgs=-boothno=2

Explanation for Programmers

To understand some of the terms, take a look at the document below covering , how to send a Pixel Streaming Command to E3DS System:
How to send a Pixel Streaming Response

Step 1. Pass the URL through the JSON object from the App to the Browser

To open a URL on the user’s side, you should pass the URL of the website from the Unreal App to the Browser side through the JSON object.

Step 2. A new Tab is opened in the user’s Browser with that URL

Our Browser side system collects the URL from the JSON object and opens a new Tab in the user’s Browser with the given URL

Json Syntax : {"cmd":"launchUrl","value":"Put URL Here"}

Json Example to send from the Unreal App to the Browser

{"cmd":"launchUrl","value":"http://www.eagle3dstreaming.com/ "}

Blueprint from the Example Project : https://bitbucket.org/Eagle3DStreaming/e3dsfeaturestemplate/src/master/Content/Blueprint/PixelStreamingBP/OpenURL.uasset

Image 1. Blueprint of the open URL Demo From E3DS Feature template

Blueprint text version

To be added.

Troubleshooting

Please note that in some URL there could be special signs which won’t be compatible with this. For that you have to encode the URL to replace special characters with the corresponding encoded version. here is a website for that:
https://www.urlencoder.org/

Example URL : (to be added)

Using EOS in the Unreal App

1. EOS Definition

EOS : Epic Online Services.

A set of tools and services provided by Epic Games to enable developers to implement online features in their games, such as :

  1. Authentication : Manage user accounts and logins across different platforms.

  2. Matchmaking : Create and join multiplayer games with custom matchmaking logic.

  3. Leaderboards and stats : Track and display player rankings and statistics.

  4. Achievements : Implement and manage in-game achievements and rewards.

  5. Voice and Text Chat : Enable in-game communication between players.

  6. Cloud Saves : Store and retrieve saved game data in the cloud.

  7. Cross-Platform Play : Facilitate multiplayer gaming across different platforms.

  8. Anti-Cheat : Protect games from cheating and maintain a fair play environment.

It is designed to be platform-agnostic as it can be used across different platforms, including PC, consoles, and mobile devices.

EOS is integrated into Unreal Engine and can be accessed through the Epic Online Services SDK.

It provides a broad range of functionalities for developers looking to build robust online experiences in their games.

2. Using EOS for Authentication

Note : if you are using EOS in your game for Authentication by implementing a Login Button and expecting a separate Tab to open while streaming your Unreal App on the Browser, you should do some coding first to make sure the Tab is not opened in our machine but in yours.

Explanation :

When you are streaming your game, you are running it in our machines and when you are clicking the Login Button in your Unreal App while streaming on our Platform, it will open a new Tab in our machines.

So, in order to open the tab upon clicking the Login Button while streaming your Unreal App, you have to add a code to make sure the Unreal App won’t open the Tab in our machines.

The code should send a message to your device to open the Tab there.

If you are using a Mobile device, the message will be sent to the Mobile to open the Tab there.

Warning 🛑

Test your Unreal App Locally with Epic’s Signalling Server in a separate device from the one where you re streaming your App !

  • If you are testing your App Locally with Epic’s Signalling Server, you should test it in a separate machine other than the one where your Unreal App is running in the Browser.

  • You can test it Locally with Epic’s SS on your Mobile (it has to be a different device)

  • Refer to this document for the Mobile Local Signalling Server test.


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