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Runtime Asset Storage holds files your Unreal application loads on demand while it runs — textures, data packs, config files, video, anything you don’t want baked into the build. Upload a file, copy its File URL, and reference that URL from your app. Update the file later and your app picks up the new content on its next fetch — no rebuild, no redeploy, no re-upload of a 20 GB build for a 2 MB change. Files are stored on the same infrastructure as the GPU servers that run your app, so runtime reads are sub-millisecond — fast enough to treat like local storage. Find it in the dashboard sidebar under Runtime Asset Storage (currently in beta). It’s account-level: files are shared across all your projects, not tied to one.

What teams use it for

Update content in a live experience

Seasonal artwork, product imagery, pricing data — change the file, and every new session sees the new content.

Keep builds small

Move heavy videos and texture packs out of the .zip. Smaller builds upload, process, and distribute faster.

Data-driven apps

Serve the JSON or config your app reads at startup from one place, instead of re-packaging for every tweak.

Private by design

File URLs only resolve from apps running on Streampixel’s servers — your files are never publicly reachable.
This is not where Unreal Engine builds go — upload those on your project’s Builds page (they don’t count against your storage quota here). It’s also unrelated to the REST Upload File API, which registers builds.

How it works

1

Pick a region and upload

Choose the region where your project streams (US, EU, or APAC), then drop files onto the page or click Upload. Files up to 50 GB each.
2

Copy the File URL

Every file gets a stable, region-scoped URL — use the copy button next to it.
3

Reference it from your app

Load the File URL from your Unreal application at runtime, the same way you’d load any HTTPS URL.
File URLs look like:

Private by design

File URLs are served from Streampixel’s private network and only resolve from applications running on Streampixel’s servers. Pasting a File URL into your browser, or fetching it from your own infrastructure, won’t work — and neither will anyone else’s attempt to. Your files are not publicly reachable.
This also means File URLs won’t load while you develop locally in the Unreal Editor — point your app at local copies of the files during development, and at the File URLs in deployed builds.

Regions and sync

Files live in the region you upload them to, co-located with that region’s GPU servers. If you stream in more than one region, upload the file to each region you need it in (your quota is shared across regions, so you only pay for the space once per copy). After an upload, the file replicates to the streaming servers in that region. The Sync column shows where it stands: Wait for Synced before relying on a file at runtime.

Storage and pricing

Every subscription includes 1 GB of runtime asset storage. Need more? Add 10 GB storage packs at €20/month each from the Buy more storage button — packs are shared across all regions, and you can add or remove them anytime.
Runtime Asset Storage requires an active subscription.

Next

Uploading and managing files

Limits, replacing files, deleting, and manifests.

Regions

Pick the region your project streams in.