Unreal Motor 4.21 has added the potential to function a packaged Unreal Engine software program on a desktop Laptop computer within the cloud, and stream the viewport straight to any modern-day net browser on any platform! Get the maximum-quality rendering in lightweight purposes, even on mobile gear, with zero obtain, zero set up.

It’s best to consult with https://www.unrealengine.com/en-US/launch-notes for the entire launch notes

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32 thoughts on “Unreal Engine 4.21 – Pixel Streaming”

  1. Hi I really like this tutorial and the whole channel as a matter of fact. Great videos and awesome tutorials.
    I need some help!
    I don't have that PixelStreaming folder in "Epic GamesVersionsUE_4.22EnginePrograms".
    Am I missing something? is it installed separately? I have tried both 21 and 22 version and the same thing. Does the engine has to be build from source?

  2. Thanks for making these videos! However, after click run,bat from the Signalling server, I got this error and didn't get the "Http listening on *: 80", Any idea how to solve this? Thanks!

    “` npm WARN [email protected] No repository field.

    npm WARN [email protected] No license field.

    audited 388 packages in 1.462s

    found 1 low severity vulnerability

    run `npm audit fix` to fix them, or `npm audit` for details

    17:08:25.498 Config: {

    "UseFrontend": false,

    "UseMatchmaker": false,

    "UseHTTPS": false,

    "UseAuthentication": false,

    "LogToFile": true,

    "HomepageFile": "player.htm",

    "AdditionalRoutes": {}

    }

    (node:10244) [DEP0005] DeprecationWarning: Buffer() is deprecated due to security and usability issues. Please use the Buffer.alloc(), Buffer.allocUnsafe(), or Buffer.from() methods instead.

    17:08:25.616 Listening to proxy connections on: 8888

    events.js:167

    throw er; // Unhandled 'error' event

    ^

    Error: listen EACCES 0.0.0.0:80

    at Server.setupListenHandle [as _listen2] (net.js:1269:19)

    at listenInCluster (net.js:1334:12)

    at Server.listen (net.js:1421:7)

    at Object.<anonymous> (C:Program FilesEpic GamesUE_4.21EngineSourceProgramsPixelStreamingWebServersSignallingWebServercirrus.js:615:6)

    at Module._compile (internal/modules/cjs/loader.js:688:30)

    at Object.Module._extensions..js (internal/modules/cjs/loader.js:699:10)

    at Module.load (internal/modules/cjs/loader.js:598:32)

    at tryModuleLoad (internal/modules/cjs/loader.js:537:12)

    at Function.Module._load (internal/modules/cjs/loader.js:529:3)

    at Function.Module.runMain (internal/modules/cjs/loader.js:741:12)

    Emitted 'error' event at:

    at emitErrorNT (net.js:1313:8)

    at process._tickCallback (internal/process/next_tick.js:63:19)

    at Function.Module.runMain (internal/modules/cjs/loader.js:744:11)

    at startup (internal/bootstrap/node.js:285:19)

    at bootstrapNodeJSCore (internal/bootstrap/node.js:739:3)

    Press any key to continue . . . “`

  3. Hi, can u make tutorial about level unlocking in UE4? It should work if level 1 is complete then level 2 will unlocked. (For example: if the car go thru finish line the next level will unlocked) I would really appreciate if you make it. Thanks

  4. Wonderful, Now clients can just use there own device capable of showing webpage and we can steam from server. No need of high end system on location for preview or gameplay (I hope so, correct me if I'm wrong).

  5. Would it be possible to stream a different camera, check if we are in the streamed client, and control a second character? Could be used for LAN party games, but it would be better to just use regular networking I'm guessing.

  6. Played quite a lot with it yesterday and although it's pretty straightforward to setup to run locally, setting it to run externally is a hassle. Anybody there that got it going?

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