PlayStation, Xbox and standard gamepads work in an app streamed with Eagle 3D Streaming, with no platform setup. Connect the controller, open the stream, play.
The browser detects the controller and forwards its input to your app the same way it forwards mouse and keyboard. Nothing needs enabling in your app configuration, and nothing needs a plugin.
Connect the controller to your device by USB or Bluetooth, open the streaming URL, and use it. That is all — there is no pairing step, no permission prompt, and no configuration. The one exception is a spectator: a viewer who joins as a spectator cannot use a controller.
Controller support comes from your Unreal project's input mappings, not from the platform. Every Epic template — Third Person included — ships with those mappings already set up, so a template-based project works immediately.
If you are unsure whether the controller itself is being seen, test it in the browser before blaming the stream. Any browser gamepad tester will show which buttons and axes register — if they do not appear there, the problem is between the controller and the browser, and your app is not involved.
Browsers only report a controller to the page that has focus. If the stream is
embedded in an <iframe> on your own website, click the
stream once before using the controller, or its input is ignored.
A working reference to compare against: the starter app demo, an unmodified Epic template.
Text entry when there is no physical keyboard.
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