Enable E3DS Automation plugin to package and upload your App automatically in one click.
This plugin works with all Unreal Engine Versions.
Prerequisites
Download 7Zip Application and install it- Download (7-zip.org)
unreal engine :
This plug-in is compatible with both the GitHub version and the Epic Launcher version of Unreal Engine.
However, enabling "do dedicated server build" may cause packaging to fail if you are not using the GitHub version.
Preparing the GitHub version of Unreal Engine is an extremely lengthy process, which also requires a powerful machine with ample space.
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: https://controlpanel.eagle3dstreaming.com"
Instructions
Get the plug-in :
You can get the plug-in from epic games market place :
https://www.unrealengine.com/marketplace/en-US/product/e3ds-automationtools
However latest version with bug fixes can be found in the Bitbucket repository using the following Link:
Eagle3DStreaming / e3dsautomationtools — Bitbucket
Clone this repository, directly to your project/Plugins Folder.
If you don’t have a plugin folder by default, make a new folder called “Plugins”. after cloning a folder will be created as “e3dsautomationtools”.
It is advised to keep folder name in the Plugins Folder same as the repository folder name “e3dsautomationtools”
Note: If you have a C++ project, Generate Visual Studio files from your .uproject file, open the solution file and re-compile your project to make sure the plugin is added.
Now open your project.
If you are using blueprint only project, it will ask you to compile the new plugin that you added, click okay and it will start the compiling process and will automatically open your project after a minute or so.
How to Enable the Plugin:
When the project is open make sure the plugin is enabled by going to plugins and searching “E3dsAutomationTools”
Once the plugin is enabled go to : Project settings>Plugins>E3DS Automation Tools Settings
The following is the data required in this settings pages:
Executable Path: It is the path of the el_am.exe file which can be Downloaded from https://e3dshosting.s3.amazonaws.com/e3ds+automation+tool/el_am.exe. Save it somewhere.
Now click on … dots as marked by red arrow in above figure and browse and select el_am.exe you just downloaded.
Engine Folder Path: It is the path of the “Engine” folder of your Unreal Engine in which you open your project. It will automatically be added when you open the project with this plugin.
Engine Exe Path: It is the path of the Unreal Engine’s executable file.
UProject Path: It is the path of the project that you have opened this plugin with (Current Project that is opened).
If you put any path wrong, it might not initiate the plugin or give error during uploading or packaging.
Path to 7Zip: It is the path to your 7Zip executable file. It can be found in “C:\Program Files\7-Zip” or the path where you installed it. Make sure to add “7z.exe” file.
API key: Put your API key from your E3DS control panel account.
Go to Api Keys (eagle3dstreaming.com) with your Eagle 3D Streaming account logged in.
If you do not have an Eagle 3D Streaming account, create one today. It’s free!
E3DSStreaming App Name: Put the name of your application with which you want to upload your application such as MyApp1, MyApp2 etc.
If you are uploading by a name that was previously used, it will add a new version of that application.
For Example: If you have an App with name “Car App” and you upload again with same name, it will upload as a new version of the “Car App”.
Packaging Mode: Select Development or Shipping build based on your need.
Packaging folder: In this choose the path where you want to store the packaged version of your application on your computer.
Important: Do not check the “Do Dedicated Server Build” box unless you are using Source Code Version of Unreal Engine and making a build for Dedicated Server. Here’s a link to making a build for dedicated server.
E3DS Dedicated Server App Name: If you choose to do the Dedicated Server Build, put the name of the dedicated server app that you want to upload in the E3DS Control Panel.
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.
Now that all 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”.
It will automatically start the packaging and uploading to control panel with the App name that you gave in the project settings.
If you are on a C++ project, you need to package your project manually for the first time before using this Plugin. If you try to use this plugin for the first time for packaging, it will package and upload a small file in bytes.
When the Upload is complete it will show a message like:
In the Control Panel, you can see your application uploaded with the name.
If you upload your application with the same name again it will increase the version number of the application.
To see these steps in action. Check out this Youtube video.
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