Pixel Streaming plugin not detected

When you choose a build to upload, the Control Panel looks inside the zip for the files the Pixel Streaming plugin leaves in a packaged Unreal build. If it cannot find them, it asks you to type AGREE before the upload starts. This page explains what that check can and cannot see, and what typing AGREE means.

How to fix it

If your build has no Pixel Streaming plugin (the test launch says the app started but no video arrived), choose one:

  1. Enable the plugin and package again (recommended for Unreal) - best picture quality, lowest latency and full control of the app. In your project: Edit → Plugins → Pixel Streaming (or Pixel Streaming 2), tick it, restart the editor, package the build again and upload the new zip. Step by step: Prepare your app in Unreal.
  2. Stream this exact build without the plugin - if you do not have the project source, upload the same zip and choose AppStream as the platform: AppStream: stream any Windows app.

A build that fails its test launch takes no storage.

What the check looks for

A packaged Unreal build with Pixel Streaming normally contains a Samples/PixelStreaming (or Samples/PixelStreaming2) folder. The upload window reads the list of files in your zip - without unpacking it - and looks for that folder. It is a quick guess from folder names, not a test of the app.

Why it can miss a build that has the plugin

What typing AGREE means

By typing AGREE you confirm that the Pixel Streaming plugin is enabled in your project and was packaged with the build. The upload then starts as usual. Nothing else changes: the build is still unpacked and test-launched before it is accepted.

What happens at the test launchWhat it means
The test launch passes and the build is readyThe plugin was there - only the sample folders were missing
The test launch fails: the app starts but no video arrivesThe plugin is not enabled in the build. Enable it in the project (Edit → Plugins → Pixel Streaming), package again and upload the new zip

A build that fails its test launch takes no storage. How to enable the plugin and package correctly: Prepare your app in Unreal.

Not sure?

Write to (Email / Discord) with the name of the zip. The support team can look at the test-launch result with you.

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