Developer Guides
Remote control, local testing, app upload automation, and API reference.
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Install the Remote Control Unreal Editor Plugin from the FAB Marketplace and enable it in your project. In the Unreal Editor toolbar, open the "Remote Control Unreal Editor" dropdown and toggle on "Allow Remote Control." The plugin automatically starts a Pixel Streaming session and opens your browser — no manual signaling server setup required. You can then fully control the editor from any device with a browser.
Use Epic's Signaling Server for local testing. E3DS supports four local testing methods: testing a packaged .exe (Windows) or .sh (Linux) app in a computer browser, testing on a mobile device on the same local network, testing a Linux app locally with Epic's Signaling Server, and testing a VR app using Epic's Signaling Server with a VR headset.
Yes. E3DS offers two automation options: the E3DS Automation Plugin lets you package, compress, and upload directly from within the Unreal Editor with one click, and the E3DS Automation Kit lets you script the upload process from outside the editor — useful for CI/CD pipelines and automated build workflows.
Use the Patch Creation workflow. The guide is organized into three stages: uploading a demo app and applying a pre-made patch to test the process, modifying your project and generating your own custom patch file, and creating custom launch profiles in the Project Launcher to define exactly what gets included in a patch. This is significantly faster than a full re-upload for incremental changes.
The E3DS Features Plugin enables two-way communication between your Unreal Engine application and the viewer's browser during a live Pixel Streaming session. Supported features include opening a URL in a new browser tab, redirecting the user to a new URL, transferring files between the browser and the app, capturing and downloading screenshots, toggling fullscreen mode, ending the streaming session programmatically, force-ending a specific client's session, and detecting the user's device type.
The E3DS Features Plugin includes two file transfer Blueprint nodes. Transferring a file from the user's device to the Pixel Streamed Unreal app allows users to select a file locally and send it into the running session. Downloading a file from the server sends any file generated or stored inside Unreal Engine directly to the user's browser as a download. Both directions are handled through Blueprint nodes with no custom scripting required.
Yes. The E3DS API Reference provides two APIs: the Analytics API for retrieving streaming session data programmatically, and the Service Health Check API for verifying whether the platform is currently operational. Both require an API key from the Developer Section of your Control Panel. Explore and test both APIs using the Swagger UI at https://agw.eaglepixelstreaming.com/api-docs/.
Send a POST request to https://agw.eaglepixelstreaming.com/api/v3/fb/user-data-by-range with a JSON body containing your start date (YYYY-MM-DD), end date (YYYY-MM-DD), apiKey, and uid. The response returns a list of all streaming sessions in that date range with per-session details including appName, appVersion, city, country, videoStartTime, videoStopTime, device, browser, os, and streamTime in seconds.
Send a POST request to https://agw.eagle3dstreaming.com/api/v4/health-check with your API key in the JSON request body. A healthy service returns "status": "ok" with "connector": "healthy". If one or more components are down, the response returns "status": "unhealthy" along with a message.
Eagle 3D Streaming offers developer support through multiple channels: Discord (fastest response) at https://discord.com/invite/yvkZewuXKG, email at support@eagle3dstreaming.com, Support Portal at https://support.eagle3dstreaming.com/, and full documentation at https://docs.eagle3dstreaming.com/wiki/development-guides.