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Don't have an Unreal Engine Project but want to test the platform? Download our template at
Welcome to Arcane Mirage – Pixel Streaming, made easy.
Pixel Streaming is a technology that allows you to stream interactive content from a server directly to a web browser without installing any software or hardware requirement.
Arcane Mirage is a Pixel Streaming platform committed to lowering the entry barrier to uploading, sharing and showcasing Unreal Engine projects.
To use Arcane Mirage you will need:
On-Demand Scalability: New instances of your project are created for each user; this means you don't need to allocate machines. Affordable: Not only we offer the lowest cost per minute of pixel streaming, with our on-demand services you only pay what you use. No idle machine costs. Self-Service: Deploy and test your project without the need for help in our easy-to-use platform. Easy to Share: We offer public links, private links and the ability to embed your project in your own website or application so you can share it as you need. Constantly Growing: In an ever-evolving space we strive to stand at the vanguard of pixel streaming. We work closely with our partners and clients that need new features tailored to their specific needs.
Useful links:
Got two minutes? Check out our video overview of the platform!
Unreal Engine Version: Make sure you're working with version 5.2 or higher. The platform works with any Unreal 5 version but from 5.2 onward Epic Games released several improvements to the Pixel Streaming architecture.
Enabling Pixel Streaming Plugin: This is a must-have setting. We'll guide you through this essential step to ensure your project is Arcane Mirage-ready.
Once you open your project go to: Edit → Plugins and search for Pixel Streaming, enable it.
Zipping the 'Windows' Project Folder: Once everything is set, you'll zip up the project folder named 'Windows'. Feel free to rename this zipped file to something distinctive and recognizable, especially if you plan on uploading new versions later. (Packaging for 'Shipping' is best if it's the final version of the project)
2. Select the email and password you want to use for your log-in credentials, or if you prefer, use your automatic google sign-in. We do not store passwords; these are administrated by Google and Auth0 for better security.
3. We will send you an email to verify your account.
4. After verifying your account, you will have full access to our trial plan and be able to upload your first project.
Follow the next guide to prepare your Unreal Project for Pixel Streaming.
with the official Unreal Engine pixel streaming plugin installed.
()
that are spent per minute of streaming ()
Follow our and create your free trial account and start sharing your Unreal Engine projects.
Visit our website:
Visit our Discord:
Check our Github:
1. In our locate the register button and click it.
Linux or Windows tradeoffs. We support your Unreal Engine build upload for either Linux or Windows. Make sure to understand the tradeoffs of each platform before packaging.
Linux packages are highly versatile and compatible with a wider range of GPUs available on our platform. This makes them an excellent choice for developers seeking maximum performance and flexibility. However, it's important to note that some Unreal Engine plugins may not function as intended in a Linux environment. Ensure that all necessary plugins are compatible with Linux before packaging your project. We compiled a list of which plugins and features are not supported by Linux here.
Windows packages, while supported by a slightly more limited range of GPUs on our platform, generally provide a seamless experience with Unreal Engine. Most plugins and features are designed to work flawlessly in a Windows environment, making this option ideal for developers who rely heavily on specific Unreal Engine plugins. This ensures that your project performs as expected without compatibility issues.
By understanding the differences between Linux and Windows packages, you can make an informed decision that best suits your project’s requirements and maximize the performance and capabilities offered by Arcane Mirage.
After your project is uploading you will have to wait some minutes until it finishes building on our platform.
When your project is finished a green tick will appear on the status tab on My Studio.
If your project is set to "Public" visibility you will be able to copy your project URL by locating your project in My Studio and clicking on the share button.
We offer different subscriptions plans tailored for each type of user. By paying a monthly free you receive access to our platform and features and each month you receive tokens for streaming as you see fit.
Before committing to a subscription we want you to test our platform. We offer 60 tokens and limited access to our features to all users so they can rest assured their Unreal Engine projects will run without issues. Keep in mind you won't be able to buy tokens with this plan.
Our Pixel Artificer Plan is designed for Hobbyists and Developers that don't need advanced features and only want to upload and share low complexity projects. It comes with everything you need to start testing or sharing your Unreal Engine Portfolio or Personal Project on our website and 350 monthly tokens.
Our Reality Weaver Plan is designed for Professionals that need to embed their project on their website or need a powerful GPU for their project. It comes with 1750 monthly tokens and larger max project size and slots.
Our Engine Overlord Plan is designed for Professional Products that need strong branding options, or that are running Live events with fixed runtime. It comes with 2000 monthly tokens and access to scheduled dedicated machines for faster loading times and receive early access to our new features.
Our Multiverse Exemplar Plans are designed for Enterprise or complex solutions that require that we work together or designed custom solutions for your project needs. This plan is also designed for projects with large amounts of token consumption. If you think your project is a good fit for this plan, please write us to: support@arcanemirage.com or use our web message form.
Check our next page for more in-depth descriptions of our current features!
Unreal Engine Linux Support was massively updated in 5.4 and fixed a lot of issues with raytracing, physics and Vulkan RHI. If your projects allow it, update it to 5.4+
To prepare for Linux packaging of Unreal Engine projects with Pixel Streaming, the primary prerequisite is downloading and installing a cross-compile toolchain. This toolchain enables you to cross-compile your project from Windows to Linux, ensuring compatibility and functionality for Pixel Streaming on Linux platforms. No additional configuration of the toolchain in Unreal Engine is required once it is installed.
Welcome to the essential segment of cross-compiling for Linux in your Arcane Mirage experience. Whether you are new to compiling projects for Linux or have prior experience, this guide is tailored to support you through the process. We provide a straightforward and engaging approach to cross-compiling, ensuring that your project seamlessly transitions to the Linux environment, fully optimized for the Arcane Mirage platform.
Install:
Restarting your computer is necessary for Linux cross-compile to work.
If your project was built from the Unreal Engine source code you may need to regenerate the .sln file and rebuild from the solution. (don’t compile from setup.bat with the flag “-exclude=linux”)
Unreal Engine Version: Make sure you're working with version 5.2 or higher. The platform works with any Unreal 5 version but from 5.2 onward Epic Games released several improvements to the Pixel Streaming architecture.
Enabling Pixel Streaming Plugin: This is a must-have setting. We'll guide you through this essential step to ensure your project is Arcane Mirage-ready.
Once you open your project go to: Edit → Plugins and search for Pixel Streaming, enable it.
Zipping the 'Linux' Project Folder: Once everything is set, you'll zip up the project folder named 'Linux'. Feel free to rename this zipped file to something distinctive and recognizable, especially if you plan on uploading new versions later. (Packaging for 'Shipping' is best if it's the final version of the project)
First download the cross-compile toolchain from Unreal Engine official documentation. Example shown for UE version 5.2:
Additional resource for cross-compilation can be found here (credits to ):
Before committing to a subscription, we want you to test our platform. We offer 60 tokens and limited access to our features to all users so they can rest assured their Unreal Engine projects will run without issues. Keep in mind you won't be able to buy tokens with this plan.
Tokens: 60 Tokens
Projects Slots: Up to 1 Active Unreal Engine Project
Project Versions: Up to 1 Version per Unreal Engine Project
Project Size: 8gb per slot
Analytics Data Retention: Up to 7 Days
First select your type of package:
Upload the project that you prepared.
Congratulations you finished! Press the "Finish" button located on the lower right-hand side of your console and enjoy having your project on the web
The first time your project uploads it will show as "Pending" on its status, this means it will take a few minutes for it to be ready for visualization. Just wait until it a green checkmark appears to be able to visualize it.
Our Engine Overlord Plan is designed for Professional Products that need strong branding options, or that are running Live events with fixed runtime. It comes with 2000 monthly tokens and access to scheduled dedicated machines for faster loading times and receive early access to our new features.
Tokens: 2000 Tokens per month. While this may change in the future, unused don't expire.
Projects Slots: Up to 12 Active Unreal Engine Project
Project Versions: Up to 2 Version per Unreal Engine Project
Project Size: 50gb per slot
White label Player: With this plan we remove the watermark on the player and offer your further branding customization.
Analytics Data Retention: Up to 360 Days
Our Reality Weaver Plan is designed for Professionals that need to embed their project on their website or need a powerful GPU for their project. It comes with 1750 monthly tokens and larger max project size and slots.
Tokens: 1750 Tokens per month. While this may change in the future, unused don't expire.
Projects Slots: Up to 8 Active Unreal Engine Project
Project Versions: Up to 2 Version per Unreal Engine Project
Project Size: 30gb per slot
Analytics Data Retention: Up to 90 Days
Analytics: Basic Metrics.
Select your projects visibility, if it's public it will be showcased on our Homepage. If the project is set to Private it won't be showcase on our Homepage and you will be able to generate private links for different users.
Once you start uploading a progress bar will show on the upper left-hand side of your project settings. Here you can start to complete the description page while the project uploads.
The next step is the project configuration. The fields are explained in the settings but here is an additional note for our 'Capture Mouse' feature: - Capture Mouse: Enables or disables capturing the mouse cursor from your Unreal Engine experience. This means you will use the cursor configured in your Unreal Engine project, used by the server hosting the experience, if you have trouble making displaying the mouse cursor in the Unreal Engine experience please refer to
Here you can set the session configuration, you can leave them as is to try the values out, the default values are: - AFK Timeout: 30 seconds. - Session duration limit: No limit, every user will be able to experience your project an indefinite amount of time.
Select your GPU. In the example below (Windows upload) we have two GPU options available which offers High and Ultra specs.
Token Purchase: With this plan, you can buy more tokens at $0.01 (discounts apply depending on the amount)
Project Embedding: With this plan, you can embed out Pixel Streaming Player on your website or app using our script or iframe.
Loading Video: With this plan you can upload a Video to play while your project is loading to the user, use this feature to create a stronger brand with your clients!
High-End GPUs: With this plan you can choose our more powerful GPUs.
Scheduled Dedicated Machines: With this plan you can choose for your project to run on dedicated machines only for you at scheduled times, with faster loading times and region selection. Ideal for demo showcases or events with limited number of users.
Analytics: Advanced Metrics.
Token Purchase: With this plan, you can buy more tokens at $0.01 (discounts apply depending on the amount)
Project Embedding: With this plan, you can embed out Pixel Streaming Player with a watermark on your website or app using our script or iframe.
High-End GPUs: With this plan you can choose our more powerful GPUs.
Analytics: Advanced Metrics.
At Arcane Mirage, we use a token system to give you more control on how much you want to spend on each project. Here’s a straightforward explanation to help you understand how it works.
Tokens are a virtual currency used on our platform to pay for services such as GPU usage and project streaming time. Each subscription plan includes a certain number of tokens that you can use as needed.
Subscription Plan: When you subscribe to a plan, you receive a set number of tokens each month. For example, our Independent “Pixel Artificer” plan costs $24.99 per month and includes 350 tokens.
Using Tokens: Each time you stream a project, tokens are deducted based on the type of GPU you use and the duration of your streaming session.
GPU Used: Medium (Linux) - 1 Token per minute
Users Streaming: 1 user
Time Streaming: 60 minutes
Total: For one user streaming for 60 minutes on a Medium Linux GPU, you would use 60 tokens.
GPU Used: High (Linux) - 3 Token per minute
Users Streaming: 2 user per project
Time Streaming: 30 minutes per project
Total: For two users streaming for 30 minutes on a High Linux GPU, you would use 180 tokens.
By understanding your token usage, you can effectively manage multiple projects and ensure you have enough tokens for your needs. If you run out, you can purchase additional tokens or upgrade your subscription plan for more resources. Tokens make it simple to control your costs while taking full advantage of the powerful features offered by Arcane Mirage.
Account & Payments
Our Multiverse Exemplar Plans are designed for Enterprise or complex solutions that require that we work together or designed custom solutions for your project needs. This plan is also designed for projects with large amounts of token consumption. If you think your project is a good fit for this plan, please write us to: support@arcanemirage.com or use our web message form.
Tokens: Multiverse Exemplar plans are customized for each client and comes with tokens according to their needs.
Projects Slots: Customized for each client needs.
Project Versions: Customized for each client needs.
Project Size: Customized for each client needs.
White label Player: With this plan we remove the watermark on the player and offer your further branding customization.
Analytics Data Retention: Up to 720 Days
Project Capacity: Each subscription tier offers different limits on the number of projects and the maximum project size (in .zip format). This flexibility allows you to scale your work from small-scale projects to extensive collections, depending on your subscription level.
Tokens: Serve as a unit of measure for streaming time. Each subscription tier starts with a specific allotment of tokens, replenished monthly, which are used to manage your streaming duration across all projects.
GPUs Linux:
Medium: Medium performance GPU, 8 GB VRAM and 4 CPU Cores. This is what most commercial gaming PCs use.
High: This GPU has high specs, ready for any project, 16 GB VRAM and 8 CPU Cores.
Ultra: This GPU has extremely high specs, only pick if you know you need it. 24 GB VRAM and 12 CPU Cores.
GPU Windows:
High: This GPU has high specs, ready for any project, 16 GB VRAM and 8 CPU Cores.
Ultra: This GPU has extremely high specs, only pick if you know you need it. 24 GB VRAM and 12 CPU Cores.
Player Embedding: Embed your Unreal Engine experience by script or iframe to your own website. For our Engine Overlord subscriptions this options comes as white-label, without our watermark.
Loading Video: You can customize your project further by uploading a video while your project loads once you press "Launch Experience". This is a great way to showcase instructions, play a demo, trailer, additional information or whatever else you see fit.
Token Tracker: Monitor your token balance directly from 'my studio', located in the center top side of your console.
Unreal Events: For advanced integrations you can use the Unreal Event Dispatcher System to send message from Unreal Engine to the Player on the Front-End of your website and the other way around. This lets your front-end get messages about your user interactions or you can use it to adjust the experience depending on the user browser or device.
Customizable Player: Need your player to be bigger? Need more branding options? Our embedded player comes with multiple customization options and is rapidly expanding. If you need even more custom settings, you can modify to have it tailored to your every need.
Multiplayer Support: For multiplayer projects we support different architectures, we work closely with each of our clients to design the multiplayer systems that works best with your projects and budget. And if you already have your system designed we can also host your dedicated servers and rid you of those pesky cloud virtual machines configurations.
Arcane Mirage also runs on mobile browser, and we help your project recognize on which type of browser is it opening. As in any project you will have to tell your project how to handle mobile browsing, for this we provide 2 solutions:
With this setup, you will tell your project to always show the touch interface regardless of where is it being opened. This works nicely for creators that need a basic touch control and dont want to get into blueprint coding. 1. Go to Project Settings > Engine > Input and enable the "Always Show Touch Interface" setting. 2. After that on "Default Touch Interface" select the touch interface you want to use.
Automatic Detection:
With this method, you will use one of the Unreal Events we have created in the Arcane Mirage Player to ask which type of browser the experience is being played on, and you will activate the touch interface that you need. For this setup to work, you will have to: 1. Go to Project Settings > Engine > Input and enable the "Always Show Touch Interface" setting.
2. After that on "Default Touch Interface" clear your selection so there is no default touch interface.
3. Add the PixelStreamingInput component to the BP that will send and receive messages from the pixel streaming player. Usually, the GameMode Blueprint or the Player Controller Blueprint handles this but will vary according to your project logic.
4. Inside the Blueprint where you attached the PixelStreamingInput component:
Using "Send Pixel Streaming Response" with the descriptor "GetDevice" will make the pixel streaming player to send an On Input event that contains a JSON: { event: 'DeviceDescription', data: { mobile: bool } }
Which will show true or false on the mobile field depending if your experience is running on a desktop or mobile browser.
5. After binding the On Input Event and parsing the JSON, set the touch interface control to the one you want for mobile, or clear it if you are running on PC.
Remember to activate the Pixel Streaming Plugin!
While we strive to provide the best available GPU and CPU infrastructure, a badly optimized project can cause not only loss of pixel streaming quality but also Unreal Engine performance degradation. With this in mind we provide a list of simple things one can keep in mind when optimizing an Unreal Engine Project:
Texture Size: Large textures can consume a significant amount of memory and bandwidth. Consider reducing the resolution of the textures, especially those that do not require high detail.
Light Actors: An excessive number of light sources can severely impact performance. Try minimizing the number of active lights in your scene or switch to fewer stationary or static lights if possible.
Mesh Density: High-density meshes can be taxing on performance. Use the Nanite feature wisely to manage complex geometries or consider simplifying some of the meshes.
Material Performance: Optimize shaders and materials by avoiding complex material setups and reducing the number of texture samples where possible.
Culling: Use distance culling to hide objects that are far from the camera, or not seen. Reducing the number of objects the engine needs to render at any one time.
Shadow Optimization: Reduce shadow resolution or limit the distance at which shadows are cast.
Arcane Mirage offers dedicated servers for pixel streaming, providing a reliable and high-performance alternative to our on-demand service. With dedicated servers, machines are pre-allocated and ready to use, ensuring immediate availability and significantly faster load times compared to the on-demand service, where machines are turned on as users join, resulting in slower loading times.
Immediate Availability: Dedicated servers are always on and ready, eliminating wait times associated with starting machines on-demand.
Faster Load Times: Projects load faster, providing a seamless experience for your audience.
Regional Selection: You can select the region for your dedicated servers, optimizing performance and reducing latency for your target audience. By default, our on-demand servers are located in the US, but dedicated servers offer flexibility to choose the most suitable region for your needs.
Ensured Availability: Dedicated servers ensure that your resources are available whenever you need them, ideal for high-traffic periods or important presentations.
Using dedicated servers costs a minimum of 6 tokens per minute. This premium service is designed for users who require guaranteed performance and availability, making it a valuable investment for professional creators, studios, and anyone needing consistent, high-quality streaming capabilities.
Choose dedicated servers to elevate your pixel streaming experience with Arcane Mirage, ensuring your projects are always available and perform at their best.
Because software development requires continuous iteration, we provide a way to continuously upload versions of your project without the need to reset your configurations or links.
Uploading a New Version:
Access 'My Studio': This is your central hub on Arcane Mirage. Navigate to the 'My Studio' tab to find all your ongoing projects.
Locate Your Project: Click on the three dots associated with your project to explore further options. Here, you can view all previously uploaded versions and prepare for your next update.
Time to Upload a New Version: To upload a new version of your project, simply click on "Upload New Version" in Arcane Mirage.
Select Your New Version: When you choose to upload a new version, a window will prompt you to select the file from your computer. After selecting, click "Upload" to begin updating your project with the latest version.
New version: After completing the upload, the new version will be visible in your project list, marking a successful update to your work.
Make it active: To highlight the new version of your project, simply press the "make active" button in your version management panel.
Alternatively, you can go to the "My Studio" tab, edit your project, and change the active version there. This will display your most recent creation to all users.
Remember: To make your new version your active one
Keep in mind that each uploaded version occupies a version slot on Arcane Mirage. Don't worry, when you delete a version that slot because ready to use again.
If you encounter any questions or need assistance, our support community is readily available to help. Don't hesitate to reach out to us; we're just a click away.
Token Purchase: With this plan, you can buy more tokens at $0.01 (discounts apply depending on the amount)
Project Embedding: With this plan, you can embed out Pixel Streaming Player on your website or app using our script or iframe.
Loading Video: With this plan you can upload a Video to play while your project is loading to the user, use this feature to create a stronger brand with your clients!
High-End GPUs: With this plan you can choose our more powerful GPUs.
Scheduled Dedicated Machines: With this plan you can choose for your project to run on dedicated machines only for you at scheduled times, with faster loading times and region selection. Ideal for demo showcases or events with limited number of users.
API Access: With this plan you get access to our API offerings for more complex solutions.
Analytics: Advanced Metrics.
We provide an example project of this implementation which comes fully commented.
To know more or acquire this service please or mail us at support@arcanemirage.com
Our Pixel Artificer Plan is designed for Hobbyists and Developers that don't need advanced features and only want to upload and share low complexity projects. It comes with everything you need to start testing or sharing your Unreal Engine Portfolio or Personal Project on our website and 350 monthly tokens.
Tokens: 350 Tokens per month. While this may change in the future, unused don't expire.
Projects Slots: Up to 3 Active Unreal Engine Project
Project Versions: Up to 2 Version per Unreal Engine Project
Project Size: 16gb per slot
Analytics Data Retention: Up to 30 Days
Linux builds run on Vulkan RHI instead of DirectX, while Epic Games is continuously adding support for Vulkan RHI on Linux some issues still persist, below is a list of currently know issues in 5.3
Unreal Engine Linux Support was massively updated in 5.4 and fixed a lot of issues with raytracing, physics and Vulkan RHI. If your projects allow it, update it to 5.4+
Hardware Raytracing is not supported. (Should work from 5.4+ onwards)
DLSS is not supported. (Should work from 5.4+ onwards)
SM6 features are not supported. Unreal Engine version 5.3 and above can activate SM6 for Linux.
Panning textures are not supported.
Virtual shadow maps can occasionally have visual issues.
Nanite double-sided foliage renders incorrectly.
Nanite meshes with display incorrectly in version 5.3 and above if SM6 is not enabled.
Meta Humans will crash the application at run-time. (Should work from 5.4+ onwards)
Some plugins don't work with Linux compile.
You can test previewing your project with Vulkan RHI. Just go to Project Settings, type RHI in the search bar and change the Windows Target RHI for Vulkan.
Currently Arcane Mirage offers 2 ways to share your project with the world:
If your project is set to "public" you can open your project on "My Studio" and copy and paste the URL. Your project will also be indexed by public site and appear on the homepage, showcase and recommended sections.
The public URL your wix sites shows is not the same as the wix domain you need to whitelist in embedding domains, this can lead to problems whitelisting a wix domain.
You can active Unsecure Embedding for these cases, but this leaves you vulnerable to someone stealing your embedding.
The correct solution is to replace the URL in Embedding Domains with:
https://{user-id-or-www-custom-domain-com}.filesusr.com
For example: If your WIX URL is: https://www.arcanemirage.com
Your correct embedding URL should be: https://www-arcanemirage-com.filesusr.com
In this section we will give an overview of how uploading works and means in Arcane Mirage.
On Arcane Mirage you have 2 forms of uploading.
When clicking "New Project" on our homepage or in "My Studio" if you have project slots available you will be prompted to upload the first build of a project and fill some basic settings. This will create a "Project" which can have multiple builds inside but only one active.
Depending on your Subscription Plan you will have a different amount of project slots.
Your first upload will determine if your project runs on Linux or Windows, this cannot be changed without recreating the project.
You can upload different versions of your project, but you can only have one active version. You can find the versions page of your projects on "My Studio" by clicking on more options on your project.
Use this feature to rapidly test different builds during development and avoiding having to fill all the information of a project multiple times.
Depending on your Subscription Plan you will have a different amount of Version slots per project.
Communication Bridge: Linking Unreal Engine to Your Website
Arcane Mirage provides a seamless way to communicate from the Unreal Engine project to the front-end of the website hosting the experience. Here's how you can establish this bidirectional communication:
1. Enable Event Passthrough:
First, in the embedded player (arcane-player), add the following attribute to allow events to pass through:
2. Sending Messages to Unreal Engine:
To send events to UE, you can use the following code snippets:
3. Receiving Messages from Unreal Engine:
To listen and react to events from UE, implement this:
4. Blueprint Configuration:
Ensure that blueprints inside your Unreal Engine project align with Unreal Engine's official documentation:
For those looking to integrate the ArcaneMirage player into your web applications, we offer example implementations using both React and plain JavaScript.
React Integration:
To kick off with the React example:
Arcane Player Methods:
The Arcane Player offers a suite of methods to facilitate interaction:
play(): Initiates the stream programmatically.
emitUIEvent(descriptor): Enables sending events to UE. The descriptor can either be a string or an object.
onReceiveEvent(name, listener): Adds listeners for events originating from UE.
onPlayerEvent(name, listener): Sets up listeners for events from the player. Events can include: loading
, ready
, afkWarning
, afkWarningDeactivate
, and afkTimedOut
.
Private Links are unique URLs to better control who has access to your project.
On My Studio, locate your project and click on the Share Project Button
In this menu, you will be able to see all your private links. On the line with the + button, write a name to use as an identifier for your link and then click on the + button and your link will be created.
After creating your link, just click on the "copy" button and your private link will be copied to your clipboard and you will be ready to paste it and share in your browser, email or messenger app.
On My Studio, locate your project and click on the Share Project Button
On the Private Link menu, locate the private link you want to delete and click on the trash bin button.
Check that you are deleting the correct private link and confirm the deletation. After this your link will be deleted and anyone that uses it will not be able to see your project.
Analytics: Basic Metrics.
Token Purchase: With this plan, you can buy more tokens at $0.01 (discounts apply depending on the amount)
If your project is set to "private" you can create Private Links to share your project with your users. Private Links are unique URLs to better control who has access to your project. You can create multiple Private Links and delete them as needed. Want to share your projects for some hours? Create a private link and delete them later.
If you want to show your project inside your own website or app, you can embed it using scrips or iframes.
For more in-depth information you can look at our github repository here:
Remember to turn your project visibility settings to before creating private links.
This comprises the basic settings of your project
Project Platform:
Here you can change who can view your project on our website.
Public: Your project will be listed on our public page (this can comprise homepage, showcase, recommendations) and anyone can see it and play it.
Private: Your project will be unlisted and only users with a private link that you create can use it.
Select GPU:
In this section we will provide a more in-depth look at our general project settings. You can reach this panel by going to "My studio" and clicking on the edit project gear.
We have divided them in:
Our Analytics feature allows you to not only control your token expenditure but also gather insight on user traffic on your projects.
You can filter data by projects and by time. Keep in mind that the amount of data history will depend on your plan.
Shows you how many active projects you currently have and how many tokens you have left in your account.
Shows you how many tokens you have consumed in the selected period. You can also opt to see it as a graph over time.
The amount of time your project has been viewed. By default, it is showed as a graph over time.
The number of sessions your project had. A session is defined as each time a user starts your project. By default, it is showed as a graph over time.
For Reality Weavers and Engine Overlord you also get access to:
This shows you from which country each session was started. N/A represents people that are accessing from computers that hide their location.
We also provide per session data metrics and the ability to export this info as CSV.
This comprises what information the user can see about your project.
Title: This is the name of your project that will be shown to the user.
Upload Thumbnail: This is the image that will be shown to your user on our public site, before clicking play and when sharing your project link. Max size: 6mb. Format: Most image formats but we will convert it to .jpg or webp with 1120x630px.
Instructions: Here you can explain how to interact with your project. This will be shown to your users before starting player.
Description: Here you can give a brief description of your project to the user.
Categories: Here you can select which categories your project belongs to. This will help users discover your project on our public site. You can select more than one category.
Here you will see the Operating System your project runs on. This setting is defined at the initial project upload and can't be changed without creating a new project on arcane mirage. For the differences between each section,
Here you can select on which GPU your project will run on. The GPU (graphic card) is one of the most important hardware parts that your Unreal Engine project needs. Each GPU comes with carefully customized machines to avoid performance bottlenecks.
: This comprises the basic settings of your project.
: This comprises what information the user can see about your project. : This comprises different features you may need for your project.
: This comprises options of how to handle each of your user sessions.
: Here you will tune the machines that runs your projects.
: This comprises options to customize your embedding feature.
Free Trial
Up to 7 Days
Pixel Artificer
Up to 30 Days
Reality Weaver
Up to 90 Days
Engine Overlord
Up to 360 Days
This comprises different features you may need for your project.
Turn this ON if your project needs access to the user microphone. Keep in mind that users need to give permission to their browser to be able to user their mic (usually their web browser automatically tells them to give permission)
Turn this ON if your project uses the cellphone or tablet Gyroscope.
Activate this feature is your project will need to receive touch events for mobile o touch sensitive screens.
This feature makes your project recognize a touch gesture as a mouse click. This is normally used for projects that needs to run on mobile without adaptations. (Keep in mind that this will only translate touch events as mouse clicks which is not recommended if you need to rotate a camera in mobile)
Enable this feature if your project requires capturing the cursor. This will ensure that the cursor remains within the project's window, allowing users to interact with your project without the cursor leaving the experience area. Keep in mind that this overrides Unreal Engine Capture mouse configuration but not your initial mouse down configuration and you will still need to handle cursor visibility from inside your Unreal Engine project.
For Engine Overlords plans and higher, you can put a loading video for users to watch while your project is loading and create a smoother experience by showing instructions, play a demo, trailer, or branding for your business. Format: MP4 Max Size: 20gb Max Resolution: 1920x1080px Codec: H264
This toggle lets you set your loading video to auto-skip when your project is ready to play.
This toggle sets your loading video to loop when it finishes instead of going to the normal loading screen.
This comprises options of how to handle each of your user sessions.
AFK Timeout:
Here you can optionally set how much time a player can stay idle (in seconds) before your project ends. This will let you mitigate token consumption if your players go away from the keyboard.
Session Duration Limit:
Here you can optionally impose a max time limit a session can last, in seconds.
Here you can optionally write a message for your user to see when their experience ends.
Available for Weavers and Exemplars.
You won't need to update your script each time you change your embedding options. It updates automatically!
Player Embedding: Direct Unreal Engine Integration on Your Website
Available exclusively for Reality Weaver Tier members and above, player embedding represents a significant leap in seamless integration technology. This feature allows you to embed your Unreal Engine project directly onto your website, offering your clients an immersive, uninterrupted experience without having to leave your site.
Steps to Enable Player Embedding:
Access Your Code Snippet: In your creator console, locate a unique code snippet specifically generated for your project. Consider this your exclusive access key.
Define Your Player's Domain: Specify where your player will be active, whether on your own site or a third-party domain. This step ensures smooth operation and control over the player’s location.
Customization Options: Tailor the #am-container style to align with your design preferences. Adjust width, height, and more to seamlessly integrate the player into your site’s aesthetic.
Implementing the Code: To implement this feature, go to your project settings and click on "Embed Project." Here, you will find the code customized for your project, ready to be integrated into your website.
Parameters Auto-Filled: The creator console automatically completes essential parameters for you, streamlining the embedding process.
Hide UI: Let's you hide Arcane Mirage's UI like the fullscreen or sound button.
Enable Unreal Events: This allows the communication between the Unreal Engine experience to the website front-end
Autoplay: This allows for the UE experience to run as soon as it's ready, skipping the loading video. (loading video feature only available for Pro+ subscriptions)
Insecure Embedding: With this checked on you don't have to specify an embedding domain to run your player.
Assistance Available: Regardless of your coding expertise, our support team is ready to assist. Feel free to reach out for guidance at any stage of the process.
Arcane Mirage Player Examples: Visit for practical examples and insights on using the Arcane Mirage player.
Here you will tune the machines that runs your projects.
Select GPU: Here you can select on which GPU your project will run on. The GPU (graphic card) is one of the most important hardware parts that your Unreal Engine project needs. Each GPU comes with carefully customized machines to avoid performance bottlenecks.
GPUs Linux:
Medium L: Medium performance GPU, 8 GB VRAM and 4 CPU Cores. This is what most commercial gaming PCs use. Consumes 1 token per minute.
High L: This GPU has high specs, ready for any project, 16 GB VRAM and 8 CPU Cores. Consumes 3 tokens per minute.
Ultra L: This GPU has extremely high specs, only pick if you know you need it. 24 GB VRAM and 12 CPU Cores. Consumes 5 tokens per minute.
GPU Windows:
High: This GPU has high specs, ready for any project, 16 GB VRAM and 8 CPU Cores. Consumes 6 tokens per minute.
Ultra: This GPU has extremely high specs, only pick if you know you need it. 24 GB VRAM and 12 CPU Cores. Consumes 9 tokens per minute.
Conv AI is a powerful AI plugin that has seen a lot of popularity in the Unreal Engine Space, for this to work on Pixel Streaming you need to follow some extra steps.
Step 1: Ensure you have the latest Convai plugin.
Step 2: In the player blueprint which has the Convai Player component, add the PixelStreamingAudio component to the list of components.
Step 3: Click on PixelStreamingAudio component, and in the details panel find Base Submix and choose AudioInput sound submix.
Step 4: On Begin Play in the event graph, add the following blueprint function to initialize Pixel Streaming with the Player Component.
Now, pixel streaming mic input should be working. However, system microphone will no longer work. To change back and forth to and from system microphone, set Use Pixel Streaming Mic Input to true for enabling pixel streaming microphone and false to enable system microphone. This is found in the ConvAI Player component.
This comprises options to customize your embedding feature.
Embedding Enabled: This is a master toggle that lets your turn on and off your embedding, even if you have our snippet in your website.
Script: Here you will see a script snippet to embed your project to your website or app.
Iframe: If you prefer to use iframes we also provide an iframe snippet.
You won´t need to copy and paste your script or iframe snippet if you change your embedding settings, it automatically updates.
Embedding Domains: Write here the domains where your project will be embedding. This will whitelist it and protect you from someone trying to embed your project without your permission.
Hide UI: Turn this on if you want to hide the interface elements of our pixel streaming player.
Autoplay: If you want your project to play as soon as your page loads turn this on.
Insecure Embedding: This option lets any website run your embedded project regardless of whitelisting.
Enable Unreal Events: If your project sends or receives Events to the pixel streaming player using the Unreal Engine event dispatcher and receiver system, you need to turn this on. To learn more about Unreal Events check this !
We are currently offering API Access to our Enterprise clients. This APIs include but are not limited to: Project Management APIs: This API allows you to upload, manage and configure every single aspect of your project just like in our website.
Analytics API: Our Analytics API provides clear, actionable insights into your project's life-time value. Track token usage and monitor frequency and duration of project sessions. Designed for simplicity and effectiveness it grants you access to essential metrics in real-time.
Advanced session metrics API: This APIs give you in-depth information of the session and streaming quality like FPS, packet loss, ping. We are always working with our clients to create APIs tailored for their unique project. Please contact us at support@arcanemirage.com if you are interested in gaining API Access.
Features to manage different versions of the same project.
To find the version panel, go to "My Studio" and click on the 3 dots button on the left menu and click on "versions" from the options.
You can use the version panel to manage different versions of the same project. This can be used to change what project is streamed with the link you shared or just update it to a new version. Upload New Version: Lets you upload a new version of your project. The amount of slots you have depends on your current plan. Make Active Button: This button lets you select which is the version of your project that will be pixel streamed. If this button is grayed out it means your project is not yet ready to be active (usually this means this project is still being built on our platform) Rebuild Button: This button forces our platform to rebuild your project version. This wont change the current active version.
Delete Button: This button deletes that version of the project. You can't use this button to change the current active version.
Inworld AI is a powerful plugin that handles NPC conversations with much customization for easier storytelling.
Their plugin currently works with Pixel Streaming but needs some additional configuration, we are currently working on a guide. In the meantime, while the Inworld Documentation doesn't provide an explanation of what to do, their team offers excellent support via discord for pixel streaming integrations.
To provide better security and transparency we process transactions through Stripe.
Our available payment methods vary by country, and we keep adding more. If you are in the need to pay through another payment method that is not available in the platform, please write us at support@arcanemirage.com and we will try to activate it through Stripe.
Each subscription cycle last 30 days, after that we will charge your payment method again and extend that subscription for 30 days.
If you upgrade your subscription the cycle resets, but don't worry, we prorate your remaining days from your previous plan and discount it from your initial upgrade price.
If you cancel your subscription you will keep all your features until your subscription cycle ends. After that you will lose access to your plan features and your projects will be locked until you delete down to your available project slots.
Each Multiplayer experience needs a different multiplayer architecture we do not lock you into anyone in particular, but you will need to contact our support team to help you deploying it.
If you need for us to open a Port, deploy a dedicated server or alter your command line parameters contact us at support@arcanemirage.com
Frequently Asked Questions (FAQ) 🤔
Navigating the world of Unreal Engine and pixel streaming can spark a lot of questions. Don't worry; we've got the answers right here!
Arcane Mirage supports any Unreal Engine 5 version. We recommend from 5.2 and above since it is more stable.
Sign In to Arcane Mirage.
Go to "Plans & Billing" tab.
Click on the "Billing & Payment Methods" button.
This will take you to your related Stripe page.
Click on the "Update payment method" button.
Select or Add a new payment method and then click the "Continue" button.
All done!
You can also update your billing information for your next invoice this way.
If you have any issue with this process please contact support at: support@arcanemirage.com
This may happen for a number of reasons, one possible fix is to make sure the maps you intend to make playable are added in the "Game Default Map" and "List of maps to include in a packaged build" like in the image below.
At
Once you have the .bk2 file, add it to your content folder and add a folder named "Movies", place the file there. Open the project and enable the Bink Media plugin
Right click the context browser and create a "Bink Media Player" is under the miscellaneous.
Once you created the Bink Media Player select the .bk2 from your machine.
Once the Media Player is set up, create a media texture and drag and drop that actor into your desired mesh, this will create a material in which the video will play.
Package your project as Linux and it should work!
When compiling for Linux we use Bink Media Player to stream textures at run-time, this is because Unreal Engine media manager does not handle the media types correctly when the project is compiled for Linux. To convert your .mp4 (or other format like mkv) video to Bink format follow this documentation provided by Unreal Engine official documentation here:
Ah, the complexities of compiling. It could be a few things:
Linux Compatibility: Some plugins might not play nicely with Linux, leading to a compilation hiccup. You can try add "Linux" as a compatible platform inside the plugin's folder. Locate the '.uplugin' file, it opens with any text editor and add "Linux" as an allowed platform. This may solve the issue but it's not guaranteed since it depends on the plugin's features.
Toolchain Troubles: If you don't have the correct version of the cross-compile toolchain, it could throw a wrench in the works.
Missing Linux Binaries: Seeing "The binaries for this target platform are not currently installed"? You'll need to download Linux binaries from the Epic Games launcher.
Blueprint or Code Issues: A pesky compilation error might be lurking in your blueprint or code.
Other Mysteries: There's a vast world of possibilities out there. If you're still stumped, the Unreal Engine documentation, forums, and other resources are rich with insights.
Whether you're looking to provide a more immersive experience or make certain UI elements more interactive, controlling the visibility of the cursor can be crucial. Using blueprints in Unreal Engine, you can easily show or hide the cursor based on your requirements.
1. Displaying the Cursor:
If you've captured the mouse within your game environment and wish to display the cursor, follow the blueprint showcased in the first screenshot. This blueprint setup ensures that the cursor becomes visible and interactive, ideal for menu interactions or specific in-game UI elements.
2. Hiding the Cursor:
For instances where you want the player to be fully immersed without any UI distractions, hiding the cursor is the way to go. The blueprint in the second screenshot guides you on how to achieve this, making the cursor invisible during gameplay or cinematic sequences.
Texture Size: Large textures can consume a significant amount of memory and bandwidth. Consider reducing the resolution of the textures, especially those that do not require high detail.
Light Actors: An excessive number of light sources can severely impact performance. Try minimizing the number of active lights in your scene or switch to fewer stationary or static lights if possible.
Mesh Density: High-density meshes can be taxing on performance. Use the Nanite feature wisely to manage complex geometries or consider simplifying some of the meshes.
Material Performance: Optimize shaders and materials by avoiding complex material setups and reducing the number of texture samples where possible.
Culling: Use distance culling to hide objects that are far from the camera, or not seen. Reducing the number of objects the engine needs to render at any one time.
Shadow Optimization: Reduce shadow resolution or limit the distance at which shadows are cast.
If you are looking to rebuild your project just follow this guide.
Step 1: Go to the version panel of your project. In "My Studio" click the 3 dotted button on your desired project and click on the version option from the drop-down menu.
Step 2: On the version panel click on the rebuild version button.
Step 3: The status of your project will change from a green mark to a loading symbol. When the status goes back to a green mark your project will have finished rebuilding and be ready to pixel stream.
If you rebuild your current active version of your project, users may not be able to access it until its done rebuilding.
Absolutely! Lumen and Nanite are welcome guests on our platform. Explore these fantastic technologies and make your project shine!
Take a look at our Unreal Engine template in our There you will find useful functionality for Pixel Streaming. As well as our embedding examples.
To capture microphone in your Unreal Engine application it's usually done by the "Audio Capture" node in blueprint. Instead use "Pixel Streaming Audio", it's basically the same but this one works for Pixel Streaming. Here is an example, you can find this blueprint in our as well. Remember to "Enable Mic" in the project configuration inside our platform as well.