Testing locally

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.

Why bother, when uploading also tests it

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.

What it actually proves

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.

Pick your case

You want to testGo to
A Windows build, from the same computerFrom your browser
A Windows build, from a phone or a second computerFrom another device
A Linux buildLinux locally
A VR appVR locally
A multiplayer dedicated serverDedicated server locally

In this section

Last updated