Not yet rewritten. This page is the original wiki text in the new template. It is accurate but has not been through the rewrite.
Update with your own launcher
Update the parts of an app that a patch cannot reach - compiled C++ code, the executable, plugin binaries, loose files - with a small launcher of your own that runs before the Unreal app.
How it works
Make the launcher the app's main executable: the root <AppName>.exe at the top of the uploaded build, beside the Unreal folders.
When a session starts, Eagle 3D Streaming starts the launcher with its usual command-line parameters.
The launcher checks your own server for a newer executable or files, downloads what changed and replaces the old files.
The launcher starts the real Unreal executable with every parameter it received, unchanged, waits for it, and exits with its exit code.
What to plan for
Each session can run on a different machine. Files the launcher downloads stay only on the machine where it ran, so the first session on each machine downloads the update again. See which files stay between sessions.
Download time. There is no time limit while the app prepares itself, as long as the viewer keeps the page open; the wait starts when the Pixel Streaming code in the app connects. See how long an app can take to start.
Keep the launcher running until Unreal exits. Eagle 3D Streaming follows the process it started and every child under it, and closes them all when the viewer leaves. See how the app's process is tracked.
Replacing files is allowed within the machines' security rules. See security restrictions.
Test it first
Upload the build with the launcher as a separate app and stream it a few times before relying on it. If the launcher passes every parameter on and the app still does not start, contact support - the development team will look at the app with you.