A Ready Player Me integration that works locally can fail once the app is streamed with Pixel Streaming, with the error "Failed to download a list of avatar templates." This is the fix.
Ready Player Me fetches avatar templates over HTTPS at runtime. Unreal's default network settings verify the peer certificate on that request, and when the certificate is not one the packaged app trusts, the request is refused and the app reports that it could not download the list. Unreal describes the switch as there to allow self-signed certificates; the exact reason verification fails on streaming machines has not been pinned down.
Nothing is wrong with your integration or with Ready Player Me. It is a setting in your project that has to be changed before packaging.
In the editor: Project Settings > Engine > Network >
libcurl > Verify Peer, unticked. Or, the same setting by
hand, add these two lines to Config/DefaultEngine.ini in your
project:
[/Script/Engine.NetworkSettings]
n.VerifyPeer=false
The setting is packaged with the build, so an existing package ignores the edited file — you need a new one.
Through the Control Panel, or from Unreal.
It has to be applied per project, by hand, and repeated for each app. If you maintain several, it belongs in whatever you use to set up a new project rather than being remembered each time.
Build configurations, logs, paths and the plugin choices that matter for streaming.
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