Change an Unreal project, build a patch from it, prove the patch works locally, then upload it to Eagle 3D Streaming.
Both launch profiles configured. If you want a project already set up for this, there is a patch-prepared project to start from.
Make your change in Unreal — edit the level or a Blueprint, add an object, whatever the update is — and save everything.
Build the patch. Open Platforms → Project Launcher, select your patch profile, and click Launch.
Collect the file. It appears at:
Saved\StagedBuilds\Windows\[ProjectName]\Content\Paks
Copy the generated .pak into the Content\Paks folder
of your base game, and run the base game. Your change should be there.
It takes a minute and it separates two very different problems: a patch that was built wrong, and a patch that was uploaded wrong. Finding out after upload leaves you guessing between them.
The base game must already be uploaded, through the Control Panel. Upload only the patch, to a separate URL you construct yourself — the patch upload URL. Do not re-upload the base here: that creates a new version, and the patch is attached to the version that was live when it was uploaded.
Then play the app online and confirm the change is live.
The other way to ship a change: a new version of the whole build.
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