Not yet rewritten. This page is the original wiki text in the new template. It is accurate but has not been through the rewrite.
Change an app that is already live on Eagle 3D Streaming without uploading the whole Unreal build again. Two ways exist, and what changed in the app decides which one fits.
| What changed | Way | Why |
|---|---|---|
| Levels, Blueprints, meshes, materials, textures, sounds, animations, UI widgets | Patch | These are cooked assets. A patch .pak carries them and replaces the old ones when the app starts. |
Config .ini files packaged with the content | Patch | Unreal mounts the pak files before it reads its config, so the patched files are the ones used. |
| C++ code - your game module or a plugin | Your own launcher, or a full upload | Compiled C++ is part of the executable, not of any .pak. |
| Engine version, enabled plugins, packaging settings | Full upload | These are fixed when the base build is packaged. |
| Files copied next to the build rather than packaged (for example HTML pages, movies, a third-party DLL) | Your own launcher, or a full upload | They are not inside a .pak, so a patch cannot reach them. |
.pak file with only the changed assets, uploaded on top of the base build. No change to how the app starts.Streaming from your own machine with the Stream Host? There you can also replace the build's files directly on that machine - any file, code included.
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