Testing locally

Run your packaged Unreal app against Epic's Pixel Streaming signalling server on your own machine, before it ever reaches the Eagle 3D Streaming Control Panel.

Why bother, when uploading also tests it

Uploading does test your app — at phase 6, after four other phases, and the answer comes back as a red bar rather than a log you can read. Testing locally puts the same failure in front of you in a terminal, in seconds, with no upload in between.

What it actually proves

That the build is valid, that Pixel Streaming is enabled in it, and that the app streams and accepts input. Almost every upload that fails at testing fails one of those three, and all three are visible locally.

Pick your case

You want to testGo toWritten with
A Windows build, from the same computerFrom your browserPixel Streaming 2 plugin
A Windows build, from a phone or a second computerFrom another devicePixel Streaming 2 plugin
A Linux buildLinux locallyPixel Streaming 2 plugin
A VR appVR locallyPixel Streaming plugin
A multiplayer dedicated serverDedicated server locally— (no Pixel Streaming)

Each guide says at the top which plugin it was written with. If your app uses the other one — the Pixel Streaming plugin or the Pixel Streaming 2 plugin — follow the same steps with that plugin's own folders, scripts and command-line parameters.

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