Hello,
I just finished a test with pixel streaming and it works perfectly on all android devices I tested, using chrome. On a windows pc, and on a mac, it also works with no problem (using chrome too).
I tested on Microsoft Surface, using Edge, iphone and ipad using chrome or safari… it does not work.
I decided to put a print string, on the touch command. Now, I get the string printed on the screen as soon as the user touches the iphone or ipad screen, but nothing happens other than this. Buttons doesnt work, and also the interaction with the camera does not work. I tried using different apple devices and with different connections, and it really seems to be a problem with my blueprints or with apple devices in general.
What I could be doing wrong here? Is there an specific node I need to use in order to work with apple devices? Since its a streaming I tought it would work everywhere, but thats not whats happening.
Yup , I create a pixel streaming project on UE4.27 using the ArchVizexplorer as template and the same experience. Everything works except on apple device, the buttons on click works but the touch input like swipe and pinch zoom not working. Need help on this issue.
Did you manage to find a fix? I have create a project in UE5.1 where I pixel stream the car configurator to the web. I modified some code to move the camera using touch input, for example I can touch and drag my finger to move orbit the camera. Everything works on android device, but on apple device touch detection only seems to detect the initial touch input. Any prolonged touch detection shows a different behavior on the IOS device.
Same here! cannot use Ipad for touch gestures such as pinch to zoom after package my project… but on Android it works fine… And probably is something with pixel streaming cause on StandAlone game play with unremote app the pinch to zoom works perfect
Any news on this topic?
Thank you!
It sounds like you’ve got Pixel Streaming working well on most devices, but you’re facing issues specifically with Apple devices. Here are a few steps to help troubleshoot and resolve this problem:
Check Touch Events: Ensure that your touch events in Unreal Engine are set up to handle multi-touch input. Apple devices often handle touch inputs differently than other platforms.
Verify that the Input Touch node in your blueprints is correctly configured.
Ensure that the Consume Input property is set appropriately so that touches are not being consumed by other UI elements.
Blueprint Settings: Make sure that your blueprints are handling input from all devices correctly.
Use the Print String node to debug and verify that touch inputs are being registered.
If you’re still experiencing issues or if you want a more seamless experience, consider using Vagon Streams. Vagon Streams offers robust support for native touch and other control inputs, making it easier to handle interactions across all devices, including Apple devices.
With Vagon Streams, you benefit from:
High Performance: Optimal performance with high-powered NVIDIA RTX GPUs, ensuring smooth interactions on all devices.
Ease of Use: Just upload your application file and start streaming in minutes from 20+ data centers worldwide. No need for complex configurations.
Extensive Device Support: Vagon Streams is designed to work seamlessly across a wide range of devices, ensuring that your application performs well on both Android and iOS.
For more information, you can check out our documentation.
If you’re interested in using Vagon Streams, just drop a hello to streams@vagon.io. We’ll be happy to walk you through our demos and define free usage credits for your account.
Feel free to reach out if you have any questions or need more info