In-engine changes for delivering a VR Streampixel experience.
VR streaming is experimental. Pixel Streaming for VR is still under active development by Epic Games and is not production-ready. Expect rough edges around input mapping, head-tracking jitter, and codec / framerate stability. Use it for prototypes, demos, and internal testing — not for shipping consumer experiences.
Streampixel doesn’t have a separate VR build target — you still package for Windows like every other Streampixel project. The difference for VR is inside Unreal: start from the VR template, disable OpenXR (it conflicts with Pixel Streaming), and patch the teleport function. Once those are done, you package as Windows and upload the zip the same way as any other build.
After uploading, open your project’s Settings → Input tab in the dashboard and toggle XR on. Without this, the headset’s controllers and head pose won’t reach your build, even if the rest of the VR setup is correct.