16 February 2022 • Eugene McArdle and Aiden De Loryn
Building Windows Unreal Engine projects in a Kubernetes cluster
This article provides an overview of the efforts undertaken to add Windows support to Tekton Pipelines, thus enabling Windows builds for Unreal Engine projects in the Admiral CI/CD system.
23 October 2021 • Adam Rehn
Cloud-based solutions for Unreal Engine: get the white paper!
This post from the Unreal Engine blog discusses the collaboration between TensorWorks and Epic Games to enhance the cloud capabilities of the Unreal Engine, and presents a white paper that describes the official container support introduced in Unreal Engine 4.27.
30 July 2021 • Adam Rehn
Identifying application runtime dependencies
In this blog post, Adam presents a toolkit for identifying the runtime libraries and associated data that applications require in order to run correctly inside containers.
22 March 2021 • Luke Bermingham
Investigation into custom Unreal Engine streaming solutions
An investigation into the feasibility of developing plugins that stream Unreal Engine inputs and outputs via protocols other than WebRTC.
12 February 2021 • Adam Rehn and Luke Bermingham
An open architecture for scalable Pixel Streaming
A proposal for an open, extensible and unopinionated backend architecture for deploying Pixel Streaming at scale.
4 February 2021 • Aidan Possemiers
Pixel Streaming for Linux: The Road to 4.25
In this article we explain how to get started with the 4.25 version of Pixel Streaming for Linux and discuss the challenges we overcame in developing it.