From UE 5.5 onwards, Epic Games introduced a layer that makes it easier to maintain WebRTC internally. As the original Pixel Streaming plugin used WebRTC directly, this change meant that we had to introduce a new plugin to ensure a better transition phase for the developers who have developed custom solutions on top of the PixelStreaming plugin. For now, both the original Pixel Streaming plugin and the Pixel Streaming 2 plugin will be shipped with Unreal Engine to give users time to migrate.
We have created a migration guide to ensure a smooth transition for all licensees using the plugin and to highlight all major changes between the plugins.
Health Checks |
---|
Action | UE5.5 | UE5.4 | UE5.3 |
---|---|---|---|
Common Lib | |||
Signalling Lib | |||
Publish Containers | |||
Frontend lib | |||
Frontend ui-lib | |||
Release |
The frontend and web server elements for Unreal Pixel Streaming (previously located in Samples/PixelStreaming/WebServers
) are now in this repository, for all to contribute to. They are referred to as the Pixel Streaming Infrastructure.
To build and run everything you need to connect to the Pixel Streaming plugin simply run the following in the root of your PixelStreamingInfrastructure
directory:
Windows
.\SignallingWebServer\platform_scripts\cmd\start.bat
Linux or Mac
./SignallingWebServer/platform_scripts/bash/start.sh
If you want to work on a specific library within this monorepo then cd
into that directory and run:
npm install
npm run build-all
If you want to install all the dependencies and flush any existing node_modules
, go to the root of the repo and run:
npm install
This works because this monorepo is using NPM workspaces. Using NPM workspaces means:
- Each sub-workspace within the monorepo does not have its own
package-lock.json
. There is only a single one in the root. - Common dependencies are hoisted into the root
node_modules
directory. - Some sub-workspaces will not have a
node_modules
directory because all their dependencies exist in the rootnode_modules
. - When working locally within the monorepo dependencies on sub-workspaces will first try to use a local
symlink
to those dependencies instead of downloading the published packages from NPM. For example,pixelstreaming-frontend
depends onpixelstreaming-common
, when working in this repo that dependency will first be attempted to be resolved using the local./Common
directory.
The goals of this repository are to:
- Increase the release cadence for the Pixel Streaming servers (to mitigate browser breaking changes sooner).
- Encourage easier contribution of these components by Unreal Engine licensees.
- Facilitate a more standard web release mechanism.
- Grant a permissive license to distribute and modify this code wherever you see fit (MIT licensed).
If you would like to contribute to our repository, please reference our contribution guide. Thank you for your time and your efforts!
The Pixel Streaming Infrastructure contains reference implementations for all the components needed to run a pixel streaming application. They are structured as separate projects, which work together, but are designed to be modular and interoperable with other implementations which use WebRTC technology. These implementations include:
- A signalling web server, called Cirrus, found in
SignallingWebServer/
. - An SFU (Selective Forwarding Unit), found in
SFU/
. - A common library for frontend applications, found in
Common/
. - Several frontend projects for the WebRTC player and input, found in
Frontend/
:- shared libraries for communication and UI functionality
- separate implementations using different techologies such as TypeScript or React/JSX
- For detailed information, see the /frontend.
- A signalling protocol test application that validates implementations of the signalling protocol, found in
SS_Test/
.
We release a number of different components under this repository, specifically:
- Container images for the signalling server
- NPM packages for the frontend
- Source releases of this repo with the reference frontend built as a minified js bundle
The following container images are built from this repository:
The following are unofficial
NPM packages (official ones coming soon):
NPM Package | 5.5 | 5.4 | 5.3 |
---|---|---|---|
Frontend lib | lib-pixelstreamingfrontend-ue5.5 | lib-pixelstreamingfrontend-ue5.4 | lib-pixelstreamingfrontend-ue5.3 |
Frontend-ui lib | lib-pixelstreamingfrontend-ui-ue5.5 | lib-pixelstreamingfrontend-ui-ue5.4 | lib-pixelstreamingfrontend-ui-ue5.3 |
Signalling lib | lib-pixelstreamingsignalling-ue5.5 | N/A |
N/A |
Common lib | lib-pixelstreamingcommon-ue5.5 | N/A |
N/A |
#frontend (core lib)
npm i @epicgames-ps/lib-pixelstreamingfrontend-ue5.5
#frontend ui
npm i @epicgames-ps/lib-pixelstreamingfrontend-ui-ue5.5
We maintain versions of the servers and frontend that are compatible with existing and in-development version of Unreal Engine.
For a list of major changes between versions please refer to the changelog.
This repository contains the following in branches that track Unreal Engine versions:
Branch | Status |
---|---|
Master | Dev |
UE5.5 | Pre-release |
UE5.4 | Current |
UE5.3 | Supported |
UE5.2 | End of life |
UE5.1 | Unsupported |
UE5.0 | Unsupported |
UE4.27 | Unsupported |
UE4.26 | Unsupported |
Legend | Meaning |
---|---|
Dev | This is our dev branch, intended to be paired with ue5-main - experimental. |
Pre-release | Code in here will be paired with the next UE release, we periodically update this branch from master . |
Current | Supported and this is the branch tracking the latest released version of UE. |
Supported | We will accept bugfixes/issues for this version. |
End of life | Once the next UE version is released we will not support this version anymore. |
Unsupported | We will not be supporting this version with bugfixes. |
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