Run your packaged Unreal app against Epic's Pixel Streaming signalling server on your own machine, before it ever reaches the Eagle 3D Streaming Control Panel.
Uploading does test your app — at phase 6, after four other phases, and the answer comes back as a red bar rather than a log you can read. Testing locally puts the same failure in front of you in a terminal, in seconds, with no upload in between.
That the build is valid, that Pixel Streaming is enabled in it, and that the app streams and accepts input. Almost every upload that fails at testing fails one of those three, and all three are visible locally.
| You want to test | Go to |
|---|---|
| A Windows build, from the same computer | From your browser |
| A Windows build, from a phone or a second computer | From another device |
| A Linux build | Linux locally |
| A VR app | VR locally |
| A multiplayer dedicated server | Dedicated server locally |
The base case, and the one everything else builds on.
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