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Documentation Index

Fetch the complete documentation index at: https://docs.streampixel.io/llms.txt

Use this file to discover all available pages before exploring further.

Quick reference for terms you’ll see in the docs and dashboard.

Platform terms

The basic unit on Streampixel. Owns a build, settings, share link, team access, and billing relationship. Most accounts have one project per Unreal application.
A packaged Unreal Engine project (.zip) uploaded to a Streampixel project. A project can have many builds; one is “live” at a time.
The unique identifier of a build, returned by the Upload File API. Use it to call Distribute File and to correlate webhook events.
One of three deployment regions: us-east-1, europe, asia-pacific. A project is bound to a region at creation. See regions.
One viewer’s connection to your stream. Has a lifecycle: requesting → queued → connecting → streaming → disconnected. See session lifecycle.
When all your workers are busy, new viewers wait in a queue. The SDK exposes the viewer’s queue position via the queueHandler callback.
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.
A user invited to your Streampixel account with Editor, Finance, or Viewer access, scoped to specific projects. Members sign in with Google, Microsoft, or email/password. See team members.
A domain you own (e.g. play.yourcompany.com) configured to serve a Streampixel project. See custom domains.
An HTTPS POST that Streampixel sends to a URL you configure when something happens to your build. See webhooks and the event reference.
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.

Streaming terms

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.
The video compression format. Streampixel supports H264, VP8, VP9, and AV1. AV1 is highest quality but only works in Chrome desktop. See codec settings.
How much data the stream uses, measured in kilobits or megabits per second. Higher bitrate = better visual quality, more bandwidth required.
A streaming mode that automatically adjusts bitrate to match the viewer’s network. Set resolutionMode: 'Adaptive Resolution Mode' in SDK config.
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.
The time between input and visible result. Picking the closest region is the biggest lever.
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.
A built-in inactivity timeout. After afktimeout seconds with no input, the viewer is warned, then disconnected. Configurable per project. See AFK / idle timeout.
A numeric code that explains why a session ended. See the full disconnect codes reference.
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.
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

AcronymMeaning
APIApplication Programming Interface
AV1AOMedia Video 1 (codec)
FPSFrames per second
GPUGraphics Processing Unit
H264A widely-supported video codec
HMACHash-based Message Authentication Code
QPQuantization Parameter
SDKSoftware Development Kit
SFUSelective Forwarding Unit
UEUnreal Engine
VP8 / VP9Open video codecs from Google
WebXRWeb Extended Reality (VR/AR)

Next steps

Codec settings

Pick the right codec for your audience and content.

Disconnect codes

Every session-end code explained.