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.
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.
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.
| You want to test | Go to | Written with |
|---|---|---|
| A Windows build, from the same computer | From your browser | Pixel Streaming 2 plugin |
| A Windows build, from a phone or a second computer | From another device | Pixel Streaming 2 plugin |
| A Linux build | Linux locally | Pixel Streaming 2 plugin |
| A VR app | VR locally | Pixel Streaming plugin |
| A multiplayer dedicated server | Dedicated 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.
The base case, and the one everything else builds on.
Last updated