I’m here to highlight the exciting release of Pixel Streaming 2 in Unreal Engine 5.5!
Pixel Streaming 2 is the new experimental kid on the block, providing new features and streamlined performance for Pixel Streaming. The nature of this post is to highlight new, key information about transitioning to Pixel Streaming 2.
Pixel Streaming 2 is still in active development, so expect there to be a few bugs.
For those of you who wish to try out the new plugin, we’ve created a migration guide on the Pixel Streaming Infrastructure, available here: Migration Guide
The migration guide covers the programmatic and Blueprint changes of the public API, all of which you can find in the provided document above. With the Infrastructure itself, you won’t have to make any changes. It’s designed to be backwards compatible with the existing signalling server setup.
We plan for Pixel Streaming 2 to the way forward for Pixel Streaming in future. However for the mean time we plan to keep both Pixel Streaming 1 and 2 released side by side until we are confident Pixel Streaming 2 is ready and users have had sufficient time to adopt it.
So, is it possible to access the Player object now? I need to assign each streamer to belong to only one user, but since I could not access the subscribe event in the Player object, this did not seem possible. Will you work on this issue or will we have to redesign the webrtc part (cirrus.js) according to our own needs?
Hello
I am trying to migrate my PS application to the new version, but cannot connect to my matchmaker anymore, and i am having some trouble to connect (freezes up on the webrtc connecting page)
Is there a tutorial available that can help us to migrate?
Thank you very much
Hello,
We are a team of developers actively using the Pixel Streaming 2 plugin in our product. We’ve encountered several errors that we haven’t been able to resolve. Could you please assist us with this issue?
**
Problem Description:**
There is an issue when connecting to the PixelStreaming2 stream — at some random moment, Unreal Engine stops sending the video stream.
A user is interacting with the project, and at some point the application may lag — the image on the screen freezes, but the data channel continues to receive and send events (we can see this through our functionality). Logs still appear in the console, and input interception that’s sent through the same channel continues to work. However, the video image itself stops displaying.
When the page is reloaded, we see a log like the one in the screenshot: the data channel opens, but the video stream does not start.
Session duration until freeze: random Steps before the freeze (reproduction steps): Happens randomly when a user joins the stream; sometimes when there is a sudden FPS drop in the application.
Client: OS / Browser and version: Windows 11 Version 24H2 / Google Chrome 138.0.7204.158 Requested video resolution/bitrate (if known):
EncoderTargetBitrate = 19000000
WebRTCStartBitrate = 100001
WebRTCMinBitrate = 100000
WebRTCMaxBitrate = 19000000
Server: UE version, Pixel Streaming (PS2) version/branch: UE 5.5.4 Server OS: Linux Ubuntu 22.04 GPU / Codec used (H.264/AV1/HEVC): NVIDIA A40, H.264
Observed Behavior:
DataChannel: open → wait one minute → reconnect
ICE state: connected → wait one minute → reconnect
After reloading the page: DataChannel opens, but the media track does not start.
Reproducibility:
Occurs randomly (frequency: random / unpredictable).