pixelstreaming sends data over the web to the unreal engine with the “emitUIInteraction” command. When I want to send a large amount of continuous data, the WebRTC data channel queues this data and does not send it fast enough, and the queue fills up in a short time.
I know that WebRTC supports multiple data channels, but does pixelstreaming allow this? Even if it does, how do I bind the 2nd data channel I created on the unreal side?