We have a small startup here in Brazil and we use the Pixel Streaming app to host our virtual ecosystem.
I’m trying to migrate to the new Pixel Streaming solution (2) and I’m having no success, since we use the matchmaker provided by Epic, which has been discontinued.
I’ve been watching some videos talking about the new plugin, where they show important new features for us, such as improved security and latency, etc…
Is there any documentation that gives guidance on how to implement the new plugin, with the latest version of the matchmaker available, or some other similar solution?
I’m not a programmer, so I appreciate your help.
Greetings
I’ve also seen that video. It’s completely AI generated and if you put “What’s the difference between Pixel Streaming 1 and 2” into ChatGPT you get almost the exact script for that video…
The PixelStreamingInfra repo contains a migration guide for users wanting to move from Pixel Streaming 1 to 2 as well as the actual differences between the two versions.
You’re correct in stating that the official Matchmaker provided by Epic has been discontinued with users now expected to implement their own if they’re wanting to use one. Ideally, the PixelStreamingInfra is backwards compatible so using the 5.4 infra branch (that contains the matchmaker) with UE5.5 and PixelStreaming2 should still work.
Have you got any logs that could show what’s going on?
I will be giving another try this weekend and will provide some log file if it continues to give me ttrouble
I will use the lattest version of the matchmaker (5.4) as well
You’re not missing something obvious here — Pixel Streaming 2 really did change things, and a lot of people are confused about the Matchmaker situation.
Epic has deprecated the old Matchmaker, and there isn’t a direct “new Matchmaker v2” replacement provided out of the box. The new approach is more flexible, but also more complex. Instead of a ready-to-use matchmaking system, Epic now expects you to handle session management and scaling yourself (or use a third-party solution).
So right now, there are basically two paths you can follow.
First, you can start simple and get Pixel Streaming 2 working for a single instance. Use Epic’s updated infrastructure (Signalling/Web server + frontend) and make sure one user can connect successfully. This is the foundation.
Once that works, the next question is what kind of experience you want to support.
If multiple users will just watch the same session, you can look into the SFU (Selective Forwarding Unit). This is part of the new infrastructure and is meant for scaling a single stream to multiple viewers.
But if each user needs their own interactive session (which sounds like your case), that’s where things get tricky. The old Matchmaker used to handle this, but now you need to build something similar yourself. That usually means:
launching instances dynamically
assigning users to available sessions
managing ports and connections
stopping instances when users leave
This is why it feels much harder now — you’re basically building a backend system.
Some teams deal with this by continuing to use older Matchmaker versions alongside newer Unreal versions, but that’s more of a workaround than a clean long-term solution.
If you want to follow Epic’s current direction, these are the most useful resources:
Since you mentioned you’re not a programmer, it’s worth saying this clearly: once you need multi-user session management (what Matchmaker used to do), things get quite technical very quickly.
If your goal is to run your virtual ecosystem reliably without dealing with all this infrastructure complexity, you might want to check out Vagon Streams.
Vagon Streams provides you a no-code way to stream your application in minutes directly from your website on any device.
We believe Vagon Streams is one of the simplest and most flexible ways to handle Pixel Streaming without rebuilding your own Matchmaker or backend system.
You can learn more or try it out here:
If you have any questions or want help setting things up, feel free to reach out: