# Pixel Streaming Plugin - How to send a data from web to build (Streamer) and access it in BP ?

**URL:** <https://forums.unrealengine.com/t/pixel-streaming-plugin-how-to-send-a-data-from-web-to-build-streamer-and-access-it-in-bp/1214583>\
**Category:** Blueprint\
**Tags:** unreal-engine, pixel, pixelstreaming, Blueprint, CPP\
**Created:** [June 29, 2023, 5:00pm UTC](https://forums.unrealengine.com/t/pixel-streaming-plugin-how-to-send-a-data-from-web-to-build-streamer-and-access-it-in-bp/1214583 "2023-06-29T17:00:21Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![I\_Jaba](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/i_jaba/32/718087_2.png) [@I\_Jaba](https://forums.unrealengine.com/u/I_Jaba)\
**Post date:** [June 29, 2023, 5:00pm UTC](https://forums.unrealengine.com/t/pixel-streaming-plugin-how-to-send-a-data-from-web-to-build-streamer-and-access-it-in-bp/1214583/1 "2023-06-29T17:00:22Z")

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Hello,

I’m investigating the built-in Pixel Streaming plugin infrastructure and was wondering if there was any was to send a Json string (containing specific info) from the Signalling Web Server (cirrus.js/ **app.js** ) to the build (Streamer) and recover that Json from a Blueprint through dedicated nodes ?

`emitCommand({ "Stat.FPS": '' })` is used in **app.js** to trigger the stat.fps cmd that show the fps on the build side (streamer). I thought about trying to access what’s executed on cmd from a BP but I realized `emitCommand` recognizes specific commands that aren’t necessarly the same on UE. I tried `emitCommand({ "ShowFlag.Splines": '' });` but it didn’t get executed on UE side as there was no output on the cmd contrary to `emitCommand({ "Stat.FPS": '' });` (I use the built-in editor Pixel Streaming feature which allows me to see the output on cmd)

Also, I find it overkill to write a whole new Pixel Streaming delegate in the C++ source files of the plugin to pass custom data to BPs the same way **OnStatChanged** event node (Pixel Streaming Input component) does. Even with that, how to trigger that custom event on the web side ?

I thought about rewriting **OnNewConnection** to add a string to it but I was wondering which adjustements I will have to make on the frontend/server to be able to achieve that ?

Finally, could this be the answer :

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/5/8/b5897eecf552fd8b428d6a2a5e6bcbf9a31e2356.png)

Thank you.

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**Author:** ![Adnan\_IB](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/adnan_ib/32/1160958_2.png) [@Adnan\_IB](https://forums.unrealengine.com/u/Adnan_IB)\
**Post date:** [July 11, 2023, 12:57pm UTC](https://forums.unrealengine.com/t/pixel-streaming-plugin-how-to-send-a-data-from-web-to-build-streamer-and-access-it-in-bp/1214583/2 "2023-07-11T12:57:03Z")

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HI, I would like you to review this Tech Doc about Pixelstreaming with Arcware CloudRT.  
Read the doc OR open their free **Unreal Engine Pixelstreaming Template Project**. You will have all the settings in the character controller.

Technical Doc: [https://docs.arcware.cloud](https://docs.arcware.cloud)  
Website: [Arcware Cloud RT](https://arcware.com/cloudrt)  
Download UE project: [Dropbox - Templates - Simplify your life](https://www.dropbox.com/sh/bu5l9fveihcd8jh/AAB2pGRi7M1KX_OewIxCfr6Ca?dl=0)
