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If you need to build a dedicated server and want to avoid the hassle of building the GitHub version of Unreal, you can use our prebuilt Unreal Engine, which is capable of packaging dedicated servers too. You can download it from the 'Utilities' section of the Control Panel.
Instructions
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Getting the plug-in
The ‘E3DSAutomationTools’ plugin can be installed in multiple ways, not just through the Epic Launcher’s Marketplace.
Fab: You can download the plugin from
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Fab using this link
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.
Note |
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An update to Fab’s Automation Tool is coming soon to support Unreal Engine 5.4. |
Repository: The latest version of the plugin, with bug fixes which supports Unreal Engine 5.1 to Unreal Engine 5.5 is available in this Bitbucket repository: https://
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Manual Installation: install the plugin manually in your project’s ‘Plugins’ folder:
If your project doesn't have a Plugins folder, create one.
Copy the
E3DSAutomationTools
folder from the following directory:C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\Marketplace\E3DSAutomationTools
Paste the folder into your project’s Plugins directory.
Open your Unreal Engine project and enable the plugin from the Edit > Plugins menu.
If you cannot find the plugin in the specified directory, you can alternatively clone it from the repository.
Cloning the Repository directly to the project’s Plugins Folder
Alternatively, you can clone the repository directly into your project:
If you don’t have a
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Plugins folder
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, create
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After cloning, a folder will be created as ‘e3dsautomationtools’.
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one in your project directory.
Clone the repository into this folder, which will create an
e3dsautomationtools
folder inside Plugins.Keep the folder name
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as
e3dsautomationtools
to match the repository
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.
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For C++
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projects,
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generate Visual Studio files from your
.uproject
file, open the solution
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, and recompile the project to
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ensure the plugin is added correctly.
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Opening the Project
If you're working with a Blueprint-only project, you will be prompted to compile the newly added plugin. Click 'OK' to initiate the compilation process. Your project will automatically open once the compilation is complete, typically after a minute or so.
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Enabling the Plugin
When the project is open make sure the plugin is enabled by going to plugins and searching 'E3dsAutomationTools'.
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Configuring 'E3DS Automation Tools Settings'
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Navigate to:
Project settings > Plugins > E3DS Automation Tools Settings
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Enter the following required data in the settings page:
Executable Path: It is the path of the EL_AT.exe file which can be Downloaded from this link. Download it and save it somewhere.
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Info |
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To get your API Key, click on: Api Keys (eagle3dstreaming.com). This requires Logging in to your Control Panel if you aren’t already logged in. If you haven’t signed up yet, create a new user Account. For more details, refer to this document /wiki/spaces/ED/pages/15892481. |
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E3DSStreaming App Name: Enter the name of your application you want to upload on the Control Panel such as MyApp1, MyApp2 etc.
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Testing URL: This is URL that will be opened when you have uploaded the application. You can put your application name at the end of it.
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Packaging and
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uploading the Project
Now that all the settings are done, whenever you are ready to package your project and upload, go to windows tab and at the bottom click on ‘E3DS-Push To Cloud’.
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When the Upload is complete it will show a the message likebelow:
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In the Control Panel, you can see your application uploaded with the app name.
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Info |
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If you upload your application with the same name again it will increase the version number of the application. |
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To see this document’s steps in action
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, check out the Youtube video below.
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Need help? Contact Support
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