Multiplayer Pixel Streaming

Several people in one shared Unreal world, each watching from their own browser through Eagle 3D Streaming. That needs a second build — a dedicated server — alongside the game itself.

What makes it different

An ordinary streamed app gives every viewer their own private session. Two people opening the same link are in two separate copies of the world and cannot see each other. A multiplayer app adds a server that all the clients connect to, and that server is what makes them share a world.

You end up with two builds, not one

A server build that hosts the session and has no graphics, and a game build that players stream. Both come from the same project, both are uploaded, and they must stay in step — changing one and not the other is the most common way a working multiplayer app stops working.

The path

  1. Build the project — convert to C++, add a server module, configure maps and modes.
  2. Package both builds — server and game.
  3. Upload them — as a pair.
  4. Start the server and play.

What it costs. Hosting the server in Multiplayer Server Apps is free. The players' streaming sessions should be billed like those of any other app — check with support if your plan needs confirming.

Then, once that works, two things that make it practical:

Unreal multiplayer vs Pixel Streaming, explainedWatch on YouTube

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