Everything past uploading an Unreal build to Eagle 3D Streaming: plugins, Blueprint features, testing before you deploy, patching, the APIs, and worked examples.
| Section | What is in it |
|---|---|
| Testing locally | Run your build against Epic's signalling server first — from a browser, a phone, a headset, or against a dedicated server. |
| Features plugin nodes | Screenshots, URLs, file transfer, device detection, fullscreen, ending a session — one Blueprint node each. |
| Plugins | The four E3DS Unreal plugins and which one solves which problem. |
| Input and performance | Controllers, on-screen keyboard, DLSS, audio, and the mouse decision that affects how the whole app feels. |
| Patching an app | Shipping a change as a small .pak instead of the whole build. |
| API reference | Health check and analytics endpoints, and the upload Automation Kit. |
| Demos | Working examples with source. |
The first thing to do with a build, before uploading it anywhere.
Last updated