Server Streaming

ignore plz. i just looked into doc again and figure out what i missed.

its now working over net.

to doc team, i strongly suggest to put some flow diagram and more details about turn server. bcz many of developer with less knowledge on web tech will miss the doc
[/QUOTE]

Hi, can you please give us an idea on what you did to make it work over net? i tested and i am having the same issue that i can connect via lan but stuck when trying to connect via internet, i have all the ports open and forwarded in my router but no luck on how to make it work with the STUN server, i tried using a free one and didnt work, and i tried to setup the STUN server from the UE4.21 but didnt know how. Can you please help us on what to do? Pixel Streaming is amazing and will be the future for web apps and mobile. Thanks!

ignore plz. i just looked into doc again and figure out what i missed.

its now working over net.

to doc team, i strongly suggest to put some flow diagram and more details about turn server. bcz many of developer with less knowledge on web tech will miss the doc
[/QUOTE]

Could you please explain how you got it to work?

I ran into all the same issues everyone else has been having. I was using a Azure NV6 instance with nodejs 10.

I know my way around typical LAMP stacks but webRTC, signal servers, TURN and STUN servers are new to me. So yes, probably missed some doc. lol

I’ll say this. Since it’s technically still in ‘Early Release’ you have to just be patient until more examples and the documentation becomes clearer. There is no doubt that ‘Pixel Streaming’ can be a game changer in 2019. I’m personally and professionally looking forward to it being fully supported in the next releases.

run turn.exe on aws server with gpu. and it will work

Testing out the new example in 4.22 at the moment. i can run and stream it locally from the editor, but a packaged version attempting to run I am getting an NVEncoder issue (I am running GTX 1080ti and it works in editor fine so doesn’t seem to be a GPU issue)

Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819]
Rendering thread exception:
Assertion failed: Result == NV_ENC_SUCCESS [File:D:\Build++UE4\Sync\Engine\Plugins\Experimental\PixelStreaming\Source\PixelStreaming\Private\NvVideoEncoder.cpp] [Line: 301]
Failed to initialize NVEncoder (status: 8)

Exactly the same result here. Not able to run the stream in Package Mode.
4.22.2-6574378+++UE4+Release-4.22
Any answer on this??

I ran my package game using bat file and set game window resolution there. Pixel streaming worked. :slight_smile:

EDIT, fixed this (had to unplug VR headset [oculus rift]) and shut off Oculus launch as well…

I get this when trying to run standalone from editor / or from command prompt using launch arguments (using nvidia 1080 gtx)
Script Stack (0 frames):

[2020.05.11-17.38.01:236] 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.05.11-17.38.04:464] 0]LogWindows: Error: === Critical error: ===
[2020.05.11-17.38.04:466] 0]LogWindows: Error:
[2020.05.11-17.38.04:466] 0]LogWindows: Error: Assertion failed: Result == NV_ENC_SUCCESS [File:D:/Build/++UE4/Sync/Engine/Plugins/Media/PixelStreaming/Source/PixelStreaming/Private/Codecs/PixelStreamingNvVideoEncoder.cpp] [Line: 352]
[2020.05.11-17.38.04:467] 0]LogWindows: Error: Unable to open NvEnc encoding session (status: 10)
[2020.05.11-17.38.04:467] 0]LogWindows: Error:
[2020.05.11-17.38.04:467] 0]LogWindows: Error:
[2020.05.11-17.38.04:468] 0]LogWindows: Error: [Callstack] 0x00007fff1d5ba799 KERNELBASE.dll!UnknownFunction ]
[2020.05.11-17.38.04:468] 0]LogWindows: Error: [Callstack] 0x00007ffea23da7b6 UE4Editor-Core.dll!ReportAssert() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:1341]
[2020.05.11-17.38.04:469] 0]LogWindows: Error: [Callstack] 0x00007ffea23ddc58 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
[2020.05.11-17.38.04:469] 0]LogWindows: Error: [Callstack] 0x00007ffea2192c7d UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
[2020.05.11-17.38.04:469] 0]LogWindows: Error: [Callstack] 0x00007ffea211fd43 UE4Editor-Core.dll!AssertFailedImplV() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
[2020.05.11-17.38.04:469] 0]LogWindows: Error: [Callstack] 0x00007ffea21220c0 UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
[2020.05.11-17.38.04:470] 0]LogWindows: Error: [Callstack] 0x00007ffe7087c2bd UE4Editor-PixelStreaming.dll!DispatchCheckVerify<void,<lambda_ca5d7de0460b1799ec8bb208e2b970fa> >() [d:\build++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:168]
[2020.05.11-17.38.04:471] 0]LogWindows: Error: [Callstack] 0x00007ffe70113611 UE4Editor-PixelStreaming.dll!FPixelStreamingNvVideoEncoder::Init() [d:\build++ue4\sync\engine\plugins\media\pixelstreaming\source\pixelstreaming\private\codecs\pixelstreamingnvvideoencoder.cpp:352]
[2020.05.11-17.38.04:471] 0]LogWindows: Error: [Callstack] 0x00007ffe700eceb1 UE4Editor-PixelStreaming.dll!FPixelStreamingNvVideoEncoder::FPixelStreamingNvVideoEncoder() [d:\build++ue4\sync\engine\plugins\media\pixelstreaming\source\pixelstreaming\private\codecs\pixelstreamingnvvideoencoder.cpp:301]
[2020.05.11-17.38.04:471] 0]LogWindows: Error: [Callstack] 0x00007ffe700ee83f UE4Editor-PixelStreaming.dll!FStreamer::FStreamer() [d:\build++ue4\sync\engine\plugins\media\pixelstreaming\source\pixelstreaming\private\streamer.cpp:39]
[2020.05.11-17.38.04:472] 0]LogWindows: Error: [Callstack] 0x00007ffe7011658d UE4Editor-PixelStreaming.dll!FPixelStreamingModule::InitStreamer() [d:\build++ue4\sync\engine\plugins\media\pixelstreaming\source\pixelstreaming\private\pixelstreamingmodule.cpp:139]
[2020.05.11-17.38.04:472] 0]LogWindows: Error: [Callstack] 0x00007ffe70133793 UE4Editor-PixelStreaming.dll!FPixelStreamingModule::StartupModule() [d:\build++ue4\sync\engine\plugins\media\pixelstreaming\source\pixelstreaming\private\pixelstreamingmodule.cpp:188]
[2020.05.11-17.38.04:473] 0]LogWindows: Error: [Callstack] 0x00007ffea21eaa8f UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:511]
[2020.05.11-17.38.04:474] 0]LogWindows: Error: [Callstack] 0x00007ffede84af37 UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [d:\build++ue4\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:554]
[2020.05.11-17.38.04:476] 0]LogWindows: Error: [Callstack] 0x00007ffede85ca03 UE4Editor-Projects.dll!TryLoadModulesForPlugin() [d:\build++ue4\sync\engine\source\runtime\projects\private\pluginmanager.cpp:1127]
[2020.05.11-17.38.04:476] 0]LogWindows: Error: [Callstack] 0x00007ffede84acfe UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [d:\build++ue4\sync\engine\source\runtime\projects\private\pluginmanager.cpp:1192]
[2020.05.11-17.38.04:477] 0]LogWindows: Error: [Callstack] 0x00007ff7b0ff2e30 UE4Editor.exe!FEngineLoop::Init() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3685]
[2020.05.11-17.38.04:477] 0]LogWindows: Error: [Callstack] 0x00007ff7b100c267 UE4Editor.exe!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:159]
[2020.05.11-17.38.04:478] 0]LogWindows: Error: [Callstack] 0x00007ff7b100c4ca UE4Editor.exe!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[2020.05.11-17.38.04:478] 0]LogWindows: Error: [Callstack] 0x00007ff7b101ceae UE4Editor.exe!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
[2020.05.11-17.38.04:479] 0]LogWindows: Error: [Callstack] 0x00007ff7b101fcbe UE4Editor.exe!__scrt_common_main_seh() [d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2020.05.11-17.38.04:479] 0]LogWindows: Error: [Callstack] 0x00007fff202f7bd4 KERNEL32.DLL!UnknownFunction ]
[2020.05.11-17.38.04:479] 0]LogWindows: Error: [Callstack] 0x00007fff2060ce51 ntdll.dll!UnknownFunction ]
[2020.05.11-17.38.04:480] 0]LogWindows: Error:
[2020.05.11-17.38.04:493] 0]LogExit: Executing StaticShutdownAfterError
[2020.05.11-17.38.04:496] 0]LogWindows: FPlatformMisc::RequestExit(1)
[2020.05.11-17.38.04:496] 0]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.05.11-17.38.04:503] 0]Log file closed, 05/11/20 13:38:04

Just a couple of notes for those who asked this question two years ago. I am working with NVIDIA video SDK (unrelated to Unreal) so here are important details on integration:

  1. You don’t have to search and add any NVENC related DLLs as those are always part of NVIDIA driver distribution.
  2. From (1) you must understand that you MUST run on NVIDIA GPU as someone from the Epic’s staff already noted above.
  3. If you have double GPU (as it is usually the case on notebooks) make sure in NVIDIA control panel you set using always Nvidia card and not “autoselect”
  4. You must make sure your GPU generation is Kepler and newer.

Hello everyone. I’m having issues getting this to work locally and was curious if anyone had any additional insight. Current receiving:

[2021.10.12-14.44.12:989][  0]LogEncoderNVENC: Created D3D11 device for NVENC on 'NVIDIA GeForce RTX 2080 Super with Max-Q Design'.
[2021.10.12-14.44.12:990][  0]LogEncoderNVENC: Error: Unable to open NvEnc encoding session (status: 15).

With the following message:
Screenshot 2021-10-12 104645

I’m currently using:
UE 4.27
NVIDIA GeForce RTX 2080 Super with Max-Q Design
Windows 10

I also set the preferred card to NVIDIA:
Screenshot 2021-10-12 105011

Any thoughts? Does my card not support this encoder?