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  • Getting started​
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  • Common Arcware Cloud Questions

Unreal Engine Setup

  • Set up Pixel Streaming in your own project​
  • Using the Arcware Pixel Streaming Template Project
  • Common Unreal Engine Questions

Arcware Features

  • Screenshot Functionality

Web Integration

  • PixelStreaming WebSDK
  • WebRTC Plugin

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On this page
  • Plugins Enabled
  • Project Settings Enabled
  • Player Input
  • Console Commands Enabled
  • Arcware Specific Assets in the Project
  1. Unreal Engine Setup
  2. Using the Arcware Pixel Streaming Template Project

Template Overview

Using the Arcware Pixel Streaming Template Project

PreviousUsing the Arcware Pixel Streaming Template ProjectNextGetting Started

Last updated 3 months ago

Download link:

Project Base: - Created from a blank 'Automotive/Product Design/Manufactoring' template - No Starter Content - Automotive Material Pack (Used for Arcware Cloud Cube asset, can be deleted)

Plugins Enabled

- Default Unreal Engine plugins (based on a blank 'Automotive/Product...' template project) - Pixel Streaming plugin

Project Settings Enabled

- Use fixed frame rate = True - Fixed frame rate = 30 fps

- Ray Lighting Mode (UE5) = Hit Lighting for Reflections - High Quality Translucency Reflections (UE5) = True

- Default Viewport Mouse Capture Mode = Capture Permanently Including Initial Mouse Down - Set 'Default Viewport Mouse Lock Mode = Do Not Lock (this value Is overwritten if using the 'BP_Arcware_HUD_Visible_Mouse')

- Default GameMode = BP_Arcware_GameMode

- Enable Gesture Recognizer = True (needed for Pinch to zoom to work. Although this is currently not relevant as 'Pinch' gesture doesnt work on IOS devices)

- Default RHI = DirectX 12 (12 is recommended)

Player Input

- 'Actions' Folder = (All input key bindings needed for camera movement) - 'Arcware_InputMappingContext' = (Input mapping used for EnhancedInput system)

Console Commands Enabled

- PixelStreaming.WebRTC.DisableResolutionChange 0 (only relevant for UE4.27) - r.setres 1920x1080w

Arcware Specific Assets in the Project

- BP_Arcware_GameMode ( this GameMode contains the reference to BP_Arcware_Pawn and BP_Arcware_Player_Controller ) - BP_Arcware_Pawn ( this Pawn is used for controlling the player camera. All of the settings you will need related to camera movement speed/zooming/panning etc, are editable in the Pawn actor's detail panel, meaning you can tweak the camera movement style without needing to open the blueprint ) - BP_Arcware_Player_Controller ( this Player Controller contains blueprint nodes for handling the Pixel Streaming events/responses. This is where you can send/receive json messages from the Web browser to trigger events in Unreal Engine ) - BP_Arcware_HUD_Hidden_Mouse ( this HUD should be used when your pixel stream has UI provided via the web-browser. In this scenario, you don't need to click any UI in the game so you don't need to show the in-game mouse cursor ) - BP_Arcware_HUD_Visible_Mouse ( this HUD should be used when your pixel stream has in-game UI. In this scenario, the user needs to interact with the in-game UI so the in-game mouse cursor must be visible. When this HUD is used it provides an example of in-game UI, which shows the most useful functionality for the in-game mouse, such as, only showing the mouse cursor when the menu is open )

Using the Arcware Pixel Streaming Template Project
(Edit > Plugins)
(Edit > Project Settings > Engine > General Settings)
(Edit > Project Settings > Engine > Rendering)
(Edit > Project Settings > Engine > Input)
(Edit > Project Settings > Project > Maps & Modes)
(Edit > Project Settings > Engine > Input)
(Edit > Project Settings > Platforms> Windows)
(Content > Arcware_Functionality > Input)
(Enabled via the Level Blueprint, commands only active when playing the game)
Arcware Blueprints inside Content Browser