How to Stream an Unreal Engine App to Any Device: 2 Upload Methods

Learn how to stream an Unreal Engine app to any browser. Compare uploading from the Control Panel with the E3DS Automation Tools plugin, step by step.
Rafshan TashinNovember 6, 2026
9 min read
You can stream an Unreal Engine app to any modern browser without asking viewers to install anything. On Eagle 3D Streaming, you only need to get your packaged build onto the platform. There are two ways to do that: upload a ZIP from the Control Panel, or push the build straight from the Unreal Editor with the E3DS Automation Tools plugin.
Both methods give the same result. This guide walks through each one, shows where they differ, and helps you pick the right one for your workflow.
Epic describes the idea well in its Pixel Streaming overview. Your app runs on a remote machine, and viewers watch the rendered frames in a browser. Our how it works page shows the same flow on Eagle 3D Streaming.
Which upload method should you use?
Start with this quick comparison. The automated upload doc states that the plugin produces exactly the same result as uploading from the Control Panel. It saves repetition, not capability.
| Control Panel upload | Unreal Editor plugin | |
|---|---|---|
| Best for | Your first upload and one-off builds | Frequent uploads |
| Setup | None | Install a plugin, 7-Zip, and an API key |
| Packaging | You package and zip the build yourself | The plugin packages, bundles, and uploads |
| Where you work | Browser | Unreal Editor |
| If the connection drops | Choose how many pieces upload at once | The upload fails and you run it again |
The same doc suggests setting up the plugin once you upload regularly, not on your very first attempt.
What you need before you start
Gather these first:
- Unreal Engine 5. The Prepare your app doc says any UE5 version works, 5.0 included. Epic's installation guide covers getting the engine.
- A project to stream.
- An Eagle 3D Streaming account. You can create one for free.
No project yet? The Stream a sample app doc lets you try the platform first.
Step 1: Enable Pixel Streaming and package for Windows
Both methods start with the same preparation. The Pixel Streaming plugin lets Unreal send video and receive input over a network. Without it, the packaged build runs fine but cannot stream.
- In Unreal Editor, open Edit › Plugins.
- Search for "pixel streaming" and tick the plugin. The list may show two plugins, Pixel Streaming and Pixel Streaming 2. Enable only one. Our Pixel Streaming vs. Pixel Streaming 2 guide explains the difference, and the plugin versions doc lists compatibility.
- Press Restart Now. The plugin is not active until the editor restarts. The Prepare your app doc warns that packaging before the restart produces a build without streaming in it.
- Go to Platforms › Windows › Package Project and choose an empty output folder.
- Wait for packaging to finish.
You know it worked when the output folder holds a Windows folder with your app's .exe and its data folders.
Not sure which build type to pick? Our guide to choosing a build configuration explains Development and Shipping builds. If packaging fails, see these 5 packaging mistakes that break your pixel stream.
Method 1: Upload from the Control Panel
This method needs nothing installed. It works the same for everyone on your team, according to the Control Panel upload doc.
Zip the build
Compress your packaged application into a ZIP. ZIP is the only format the platform accepts, and the file can be up to 50 GB.
Upload and wait
- Open Streaming Apps in the Control Panel sidebar and press Add Application.
- Press Browse or drag the ZIP in. Any other file type gets an Invalid file type message.
- Name the app. A thumbnail and a version description (up to 120 characters) are optional. You can also switch on email updates, which is handy for large builds.
- Press Upload.
When the transfer finishes, the Control Panel says Your app is in the stream test queue.
Know these three upload errors. An app name that already exists in your account is refused. So is an upload larger than your remaining storage. If you see No PSX plugin found. Upload is not allowed., the build was packaged without the Pixel Streaming plugin enabled, so repackage it.
If the upload stops partway
The Control Panel sends several pieces of your ZIP at the same time. Some connections cannot handle that. Open My Account › Settings › Upload settings › Pieces uploaded at the same time and choose 1 at a time, the most reliable option. The default is 6 at a time.
For more help, read our guide to slow Unreal build uploads and the connection test doc. The upload speed FAQ has quick answers too.
Method 2: Upload from Unreal Editor with E3DS Automation Tools
The Automation Tools plugin packages your project, bundles it, and uploads it in one automated step. It replaces the package, zip, browse, and upload routine you would otherwise repeat each time. See the automation tool feature page for an overview.
Before you begin
- Unreal Engine 5 with your project open.
- 7-Zip installed. The plugin uses it to bundle the build.
- An Eagle 3D Streaming account for your API key.
The doc also recommends packaging by hand once first. Packaging failures are Unreal's, and they are easier to read in Unreal's own output than through an automated run.
Set it up
- Install the plugin. The doc lists Fab Marketplace, or GitHub as a download or clone. The plugin folder must be named
E3DSAutomationTools. - Enable Pixel Streaming and restart the editor, exactly as in Step 1.
- Open Edit › Project Settings, then choose E3DS Automation Tools Settings under Plugins.
- Download the automation executable. Press Download E3DS Automation Tool Executable, then point Path to E3DS Automation Executable at
EL_AT.exe. - Point it at 7-Zip. Set Path to 7zip Executable (7z.exe).
- Add your API key. Press Get E3DS API Key and paste the key into E3DS Api Key.
- Name the streaming app. Use letters, numbers, and underscores only.
- Choose a packaging mode. Development packages more slowly but shows the output log. Shipping is faster and shows nothing. The doc suggests Development until one upload succeeds.
- Leave "Build Dedicated Server App" unticked unless you build a multiplayer server. Check it rather than assume. It is off by default with a Launcher engine, but on by default in the Epic GitHub build and in the E3DS custom engine.
Reusing an app name is not a mistake. It is how you publish an update. Uploading under a name you used before creates a new version of that app instead of a second app. Learn more in our post on reverting a bad build with version rollback.
Push the build
Save everything first, as the doc says. Then press Launch E3DS Automation Tool. Packaging runs first, then compression, then the upload.
Launch Streaming App Url On Completion is ticked by default. If your connection drops, the upload fails and must be run again, because it does not resume.
Teams that build on a server can go further with CI/CD app upload automation and the REST API upload doc.
Step 3: Create a stream link and press Play
After either upload, the steps are identical:
- Open the app in the Control Panel and press Create New Stream Link.
- Open the Streaming Link tab and press Play. Every stream waits for one click.
You can test the build locally first in your own browser, as the local testing doc describes.
Does it work on any device?
Epic's overview says users can view the stream in any modern browser that supports WebRTC, including Google Chrome and Mozilla Firefox on desktop, iOS, and Android. You run the Unreal Engine application remotely, on a computer that users probably never see. Read more on our any device feature page and our post on running an Unreal Engine app without a GPU. For hardware details, see the system requirements guide.
FAQ
Which Unreal Engine versions can I stream?
The Prepare your app doc says any Unreal Engine 5 version, 5.0 included. Unreal Engine 4 is not supported.
What file format does the Control Panel accept?
Only .zip. Anything else is rejected with an Invalid file type message. The ZIP can be up to 50 GB.
Why does my upload say "No PSX plugin found"?
The Pixel Streaming plugin was not enabled before you packaged the build. Enable it, restart the editor, and package again. The plugin not detected doc explains the warning the upload window shows when it cannot find the plugin files in your ZIP.
Is the Unreal Editor plugin faster than the Control Panel?
It produces the same result. It saves you the repeated package, zip, browse, and upload steps, so it pays off when you upload often.
Can I update an app without creating a new one?
Yes. Upload under the same app name and the platform creates a new version.
Pick the method that matches how often you upload
Upload from the Control Panel for your first build and for one-off tests. Move to the Unreal Editor plugin once you upload regularly. Either way, the steps that follow are the same: create a stream link and press Play.
Need help?
If you need any assistance, feel free to reach out through any of the following channels:
🛠️ Support Portal: Contact Our Support Team
💬 Discord Community (Faster Support): Join Our Discord Community
📧 Email Support: support@eagle3dstreaming.com
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Sources
- Eagle 3D Streaming docs: Prepare your app in Unreal
- Eagle 3D Streaming docs: Upload your app build from the Control Panel
- Eagle 3D Streaming docs: Automated app build upload from the Unreal Editor
- Epic Games: Overview of Pixel Streaming in Unreal Engine
- Epic Games: Installing Unreal Engine


