With the E3DS Multiplayer Server Scaling plugin, a client asks Eagle 3D Streaming which server to use and joins it on launch. No IP address, no port, no console.
A server's address is assigned when it starts, so it is different every time. Typing it into a console is fine while you are testing and impossible for a viewer — especially on a phone, where there is no console to open. This plugin is what turns a working multiplayer project into a usable one.
A project that already has its server module, and an API key.
Download it from
Fab
or GitHub, and extract
it into a Plugins folder at your project root — creating that
folder if it is not there.

Open the project in the E3DS engine build, enable Pixel Streaming under Edit → Plugins, and restart.
In the Content Drawer, go to Plugins → Multiplayer Server Scaling System Content → Samples and open BP_E3DSMPS_SampleActor.

In the Details panel, under User Info, fill in four fields:
| Field | Value |
|---|---|
| API Key | From Developer Section → API Key in the Control Panel (see API keys). Only the account owner sees the Developer Section; a team member has to ask the owner for the key. |
| Dedicated Server App Name | The name of your uploaded server app — for example MyProjectServer. |
| Server Version | latest, or a fixed version number such as 1. A fixed number keeps clients on that server version even after you upload a new one; latest follows each upload. |
| Command Line | Launch arguments passed to the server when it starts — for example -map=LobbyMap -maxPlayerNumPerDS=16. The sample is set to 1; leave that unless your server reads its own arguments. |

Compile and save.
Drag BP_E3DSMPS_SampleActor into your level, then select it and confirm the Details panel shows the same values you set on the Blueprint. Leave Connect Automatically ticked — that is what makes the client join on launch.

Package both builds and upload them. When a player opens the streaming URL now, the client finds its server and joins — including from a mobile browser, which the manual route could never support.
Packaging and uploading both builds without leaving Unreal.
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