Solution to deploy a Pixel Streaming-enabled app from the Azure Marketplace to the cloud, and allows for scaling from one stream to many with in minutes.
Hi @jamietelford
I had to research this. Apparently thereâs a box in set up that needed to be checked. We should have this fixed next week. Please try again the 30th or 31st.
Is it correct that the UE4 application name is limited to letters only? It seems the setup fails if there is a number or a special character (like a dash) included in the name on Basics step 3. Can you explain the limitation and if it is possible to include numbers and special characters in the application name or if the project must be built without these?
This appears to be a regex limitation in the naming field that needs to be updated for other characters. Epic Games is working on resolving this, and will revert back here when itâs ready. Thanks for your patience.
@MatthewPatrick4 The restrictions on the UE App Name have now been fixed to allow for numbers and underscores.
Regarding your WebRTC issues, I canât seem to replicate that in my tests on the latest Chrome browser. I checked the section of code you referenced and itâs the same as 4.27.2 and 5.0, which I havenât had issues with. Were you using the checkbox for âI have made modificationsâŚâ before this popped up, or were you leaving it as default?
Because we just updated the offer for a couple other things, please try again and let us know if youâre still seeing an error.
Where was the UE App Name fixed? Is it just the deployment scripts, or the Azure Marketplace App as well? Seems in the Azure Marketplace deployment app, it still gives the error âCan only contain characters, no spacesâ if containing a number or underscore.
Regarding WebRTC, I will make some new tests. In my original deployment I did not make any modifications and left it as default. However, as soon as connecting to the game through Pixel Streaming, the game .exe would crash until i modified the app.js as specified above. Will reply here following my additional tests.
Sorry about that. I âpublishedâ the latest version last night but it looks like itâs still undergoing certification and publication on the Azure Marketplace. It should be ready in the next few days. Iâll send you another message when I see itâs live.
See if you get the same behavior with a basic template project. I havenât seen a crash caused by the WebRTC connection before.
When deploying an UE5 project, one needs to change the âWindowsâ folder to be called âWindowsNoEditorâ. Will this already be fixed in the new release, @.Phillips?
Will there be an updated documentation for UE5 soon? Thereâs not a lot of change, but it helps newcomers
This update does not include a workaround to the âWindowsâ folder renaming, but that is in development. A UE5 version of the documentation is being reviewed.
@Structed The fix for allowing both âWindowsâ and âWindowsNoEditorâ folders has been submitted and should be live on the marketplace offer by early next week.
What do the âoperational detailsâ say? Usually, this is due to a conflict with an equally named resource. Please check whether you have any resource that has the same name.
Sorry for my late reply. I checked and we still have a problem with the signaling server. It always immediately goes to disconnected if we do not add this one line to the app.js.
One other question/issue/request though. It seems there is no settings in the Marketplace application to control which VNET the virtual machine and virtual machine scale sets use. Our company prefers to internalize the VNETs and firewall rules, outside of the Network Security Groups. Is there any way to use a customized VNET when deploying Pixel Streaming? We tried to change the VNET after the fact, but it is not possible with the VM Scale Set and we confirmed this via Microsoft Ticket. I tried to download the template from the Marketplace app, but it seems to not allow us to manually deploy the template file. I think the template file is failing because we do not know what to enter as the secure string for _artifactsLocationSasToken. Can you either update the Marketplace app to allow custom VNET address ranges, or help us to deploy the templat jsons manually?
I work with Epic Games on this solution from Microsoft, and will see what we can do to work your VNet selection for VMSSâ into the backlog. Until then, if you want to Message me and give me your email I can see what options we can help with now to unblock you. As some general details, the _artifactsLocationSasToken in Azure Marketplace solutions points to a zip file which has things like Custom Script Extensions that run when deploying a solution. We can also work with Epic Games to see about options of making this easier to customize in the future from an ARM template deployment. There is a Terraform version on GitHub that allows for full customization if needed, which documentation can be found here (doesnât include things like a dashboard): Unreal Pixel Streaming at Scale in Azure - Azure Gaming | Microsoft Docs.
Hello .
I tried to deploy an UE 4.27 pixel streaming package using the scalable unreal pixel streaming following the tutorial in the docs . It keep failing saying this error âRegion doesnât support Classic resource mode for Application Insights resources. Please use Workspace-based mode.â
Ancy clues ?!
Can you tell me which region you are trying to deploy to that gives this error? It looks like there migtht be newer regions that stopped supporting the classic resource type for Application Insights, and the solution will need to be updated to use the Workspace mode which links Log Analytics and Application Insights together for common log storage.