Eagle 3D Streaming

Access a local file during runtime

This document outlines accessing Non-Asset packaged applications during the stream.

Prepare to execute instructions

For this document, you need :

  1. Access to the Control Panel ;

  2. At least one uploaded application.

  3. To upload a local file at runtime, refer to this document.

Instructions

 

To upload your files at runtime, see these instructions.

 

To access local Non-Asset files at runtime, and have them load correctly in your streamed application, where would you place the Asset folder to access its files at runtime?

If you need to use the Non-Asset files in the project, make sure you put them in the saved folder.

Go to Project Settings → search ‘'additional non asset directories to package’' → Add elements and choose a directory from your computer.

In the packaged folder on your desktop, it should be in the Content directory.

 

Image1. Unreal Engine editor: Project Settings: Additional Non-Asset directories to package

 

For Example:
To package a non-asset: what it does is, it converts .txt files into .PAK files.

To copy non-asset: it does not convert .txt files. They would always stay as .txt files.

 

Package

Image2: Package a Non-Asset

Copy

 

Then get the Node, "Get saved Dir". It will give you a complete path of that such as:

(Project Path)/project/saved/

From there you need to add a file name that you want to upload with extensions. For example

(Project Path)/project/saved/123image.jpeg

 

 


Need help? Contact Support

If you still need help, contact support to get your issue resolved quickly.

Submit a new request at E3DS support portal or send an Email at support@eagle3dstreaming.com.

Seek advice. Connect with others. Share your experiences. Join our lively Community Forum today.

Eagle 3D Streaming