Platform terms
Project
Project
The basic unit on Streampixel. Owns a build, settings, share link, team access, and billing relationship. Most accounts have one project per Unreal application.
Build
Build
A packaged Unreal Engine project (
.zip) uploaded to a Streampixel project. A project can have many builds; one is “live” at a time.Upload ID
Upload ID
The unique identifier of a build, returned by the Upload File API. Use it to call Distribute File and to correlate webhook events.
Region
Region
One of three deployment regions:
us-east-1, europe, asia-pacific. A project is bound to a region at creation. See regions.Session
Session
One viewer’s connection to your stream. Has a lifecycle: requesting → queued → connecting → streaming → disconnected. See session lifecycle.
Queue
Queue
When all your workers are busy, new viewers wait in a queue. The SDK exposes the viewer’s queue position via the
queueHandler callback.API key
API key
A per-user secret that authenticates REST API calls. Generate from the dashboard. Pair with your
userId in every API request body. See API keys.Team member
Team member
A user invited to your Streampixel account with Admin, Editor, Uploader, Finance, or Viewer access, scoped to specific projects. Members sign in with Google, Microsoft, or email/password. See team members.
Custom domain
Custom domain
A domain you own (e.g.
play.yourcompany.com) configured to serve a Streampixel project. See custom domains.Webhook
Webhook
An HTTPS POST that Streampixel sends to a URL you configure when something happens to your build. See webhooks and the event reference.
Auto-release
Auto-release
The
autoRelease flag on the upload API. When true, an approved build is automatically distributed. When false, you call Distribute File yourself — useful for staged rollouts.Cloud build
Cloud build
A build compiled on Streampixel’s infrastructure from your connected GitHub repository or Perforce depot, instead of packaged locally. See Cloud builds.
Build configuration
Build configuration
A reusable recipe for producing cloud builds: platform, build type, branch or stream, and trigger (manual, on push, or on a schedule). See Build configurations.
Artifact
Artifact
The packaged
.zip a cloud build produces. Deploy it to your project for streaming, or download it and ship it anywhere.Runtime asset
Runtime asset
A file your Unreal app fetches on demand at runtime — textures, config, data packs, video — uploaded to Runtime Asset Storage instead of being baked into the build.
File URL
File URL
The stable, region-scoped URL of a runtime asset. Only resolves from apps running on Streampixel’s servers — not publicly reachable. See Runtime Asset Storage.
Storage pack
Storage pack
A 10 GB block of Runtime Asset Storage (€20/month), added on top of the 1 GB included with your subscription. Shared across all regions.
Streaming terms
Pixel Streaming
Pixel Streaming
Unreal Engine’s technology for rendering frames on a server GPU and streaming them as video to a remote browser. Streampixel is built on top of Pixel Streaming and supports both the Pixel Streaming plugin (recommended) and Pixel Streaming 2 — enable only one; with both enabled, the stream won’t run.
Codec
Codec
The video compression format. Streampixel supports H264, VP8, VP9, and AV1. AV1 is highest quality but only works in Chrome desktop. See codec settings.
Bitrate
Bitrate
How much data the stream uses, measured in kilobits or megabits per second. Higher bitrate = better visual quality, more bandwidth required.
Adaptive bitrate
Adaptive bitrate
A streaming mode that automatically adjusts bitrate to match the viewer’s network. Set
resolutionMode: 'Adaptive Resolution Mode' in SDK config.QP (Quantization Parameter)
QP (Quantization Parameter)
An encoder knob. Lower QP = higher quality + larger file size. Configure with
minQP and maxQP in the SDK config. Defaults are sensible — only tune if you know what you’re doing.Latency
Latency
The time between input and visible result. Picking the closest region is the biggest lever.
FPS
FPS
Frames per second. Streampixel reports both render FPS (in UE) and stream FPS (received by the browser). Aim for ≥ 30 FPS for usable interaction; ≥ 60 for smooth.
AFK timeout
AFK timeout
A built-in inactivity timeout. After
afktimeout seconds with no input, the viewer is warned, then disconnected. Configurable per project. See AFK / idle timeout.Disconnect code
Disconnect code
A numeric code that explains why a session ended. See the full disconnect codes reference.
SFU mode
SFU mode
A streaming mode where one Unreal instance feeds many viewers, used for one-to-many experiences. Set
sfuHost: true for the host, sfuPlayer: true for viewers. See multiplayer streaming.WebXR
WebXR
The browser standard for virtual and augmented reality. Streampixel supports WebXR via the
xrInput: true SDK option. See VR web integration.Acronyms at a glance
Next steps
Codec settings
Pick the right codec for your audience and content.
Disconnect codes
Every session-end code explained.