The E3DS Automation Tools plugin packages your project, bundles it and uploads it in one action, without leaving the Unreal Editor. It replaces the package–zip–browse–upload sequence you would otherwise repeat every time.
It produces exactly the same result as uploading from the Control Panel — it does not unlock anything. What it saves is the repetition, which is why it is worth setting up once you are uploading regularly rather than on your very first attempt.
*.pdb).Three ways to get it. They install the same plugin.
Through the Epic Games Launcher. Updates arrive the way every other marketplace plugin's do, and there is no folder to name correctly.
A ZIP you extract into your project. Use it when you cannot install through the Launcher.
Same files, kept under git, so you can pull updates. Use it if you track the plugin's changes.
Open the Epic Games Launcher, go to Unreal Engine › Fab and press Start exploring, which opens Fab in your browser. Search for E3DS Automation Tools and press Add to My Library. Back in the Launcher, go to Unreal Engine › Library, refresh the Fab library, and install the plugin for your engine version.
Both routes put the plugin in the same place. In your Unreal project folder, create a Plugins folder if there is not one already, then either download the ZIP and extract it there, or clone the repository into it.
Separate from the plugin above, and required either way: a build without it cannot stream.
The plugin is not active until you do.
Go to Edit › Project Settings, and under Plugins choose E3DS Automation Tools Settings. Everything below lives on that one page, and you set it once per project.
Press Download E3DS Automation Tool Executable, then point
Path to E3DS Automation Executable at the
EL_AT.exe you just downloaded.
EL_AT.exe.Set Path to 7zip Executable (7z.exe) to your 7-Zip installation.
7z.exe.Press Get E3DS API Key, which opens the Control Panel; sign in if you are asked. Copy the generated key and paste it into the E3DS Api Key field. This is what ties the upload to your account, so treat it like a password.
Letters, numbers and underscores only — no dots, no spaces.
Reusing a name is not a mistake, it is how you publish an update. Uploading under a name you have used before creates a new version of that application rather than a second application. Use a new name only when you mean a genuinely separate app.
Development packages more slowly and shows the output log while it works. Shipping is faster and shows nothing. Use Development until an upload has succeeded once — when something fails, that log is the only thing that will tell you why.
It is for multiplayer projects with a dedicated server, and produces a build that will not stream on its own.
Check it rather than assume it. It is off by default with an engine installed from the Epic Games Launcher, but on by default in the Epic GitHub build and in the E3DS custom engine — so whether you need to change anything depends on where your Unreal came from.
Launch Streaming App Url On Completion is ticked by default: the stream opens in your browser as soon as the upload completes, so you are not watching for it. Untick it if you would rather not.
Then press Launch E3DS Automation Tool. Packaging runs first, then compression, then the upload.
The tool reports the upload finished, and the application appears in your Control Panel — as a new version, if you reused the name.
Identical to the Control Panel route from here: open the application, press Create New Stream Link, then Play App, wait for a machine, and press play.
Microphone, fullscreen and the rest of the per-app settings.
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