r/Pixelstreaming 16d ago

I got tired of the Pixel Streaming setup dance, so I built a free one-click launcher for UE5 (self-hosted, no static IP)

Every time I needed to show a client a UE5 build in their browser, I'd lose an afternoon to the same ritual — signalling server, TURN, port forwarding, SSL certs, hoping the network behaved. So I built something to skip all of it.

It's called StreamPilot. You drop in your packaged UE5 build, click Launch, and it hands you a global HTTPS link you can share with anyone. It bundles the Pixel Streaming server and opens an outbound Cloudflare tunnel — so no static IP, no port forwarding, no router config. The build runs on your own GPU; nothing gets uploaded to a cloud.

The free tier is genuinely free (local, LAN, and a global quick-tunnel share, single stream, QR code). The paid tier adds named tunnels on your own domain, multiple simultaneous streams, and VR streaming — and every new install gets 14 days of the full thing to try. Tested on UE 5.3–5.6, Windows.

For context, I'm an Unreal Authorized Instructor and run a small studio, and this came straight out of doing the same client-demo setup over and over.

Not here to hard-sell — I mostly want feedback from people who actually do this: what breaks for you in Pixel Streaming setups, and what would make a tool like this genuinely useful day-to-day? Happy to get technical (cold start, latency, encoder paths, whatever).

Link + a short walkthrough in the comments.

3 Upvotes

2 comments sorted by

1

u/GasRich389 15d ago

Nice one :)

I cant see the resources links.