【UE5】Pixel Streaming 配置https协议

本文介绍了如何在虚幻引擎5(UE5)的PixelStreaming中启用HTTPS协议,包括准备证书、修改配置文件和复制证书步骤,确保视频流传输的安全性。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

【UE5】Pixel Streaming 配置https协议

Pixel Streaming 传输视频流插件,使用任何现代Web浏览器进行连接,并从虚幻引擎应用程序中流式传输渲染的帧像素和音频。 用户无需安装或下载任何内容。

HTTPS (全称:Hypertext Transfer Protocol Secure),是以安全为目标的 HTTP 通道,在HTTP的基础上通过传输加密和身份认证保证了传输过程的安全性。

准备工作

1、https 证书

2、创建Pixel Streaming 【UE5】分分钟简单使用像素流服务(Pixel Streaming)

配置流程

1、修改配置文件

Pixel Streaming 默认是关闭https的,需要在配置文件config中打开

config的位置:Windows\Samples\PixelStreaming\WebServers\SignallingWebServer

{
	"UseFrontend": false,
	"UseMatchmaker": false,
	"UseHTTPS": false,//打开https,修改成true
	"UseAuthentication": false,
	"LogToFile": true,
	"LogVerbose": true,
	"HomepageFile": "/Public/player.html",
	"AdditionalRoutes": {},
	"EnableWebserver": true,
	"MatchmakerAddress": "",
	"MatchmakerPort": "9999",
	"PublicIp": "localhost",
	"HttpPort": 80,
	"HttpsPort": 443,
	"StreamerPort": 8888,
	"SFUPort": 8889
}

2、拷贝https协议证书

修改config文件后正常是打不开像素流服务的,需要将证书拷贝到Pixel Streaming

将证书的sever和keys分别命名为client-cert.pem和client-key.pem

在SignallingWebServer下新建文件夹certificates,将证书拷贝到新建文件夹certificates下

以上配置完成。

成功运行后可以看见一下内容

调用的网页是https协议的

设置头文件
在cirrus.js文件下

### UE5 Pixel Streaming on ARM64 Implementation Guide #### Overview of UE5 Pixel Streaming Unreal Engine 5 (UE5) introduces significant advancements in real-time rendering, including support for streaming pixel shaders directly from a server to client devices. This technology allows developers to offload heavy graphical computations to powerful servers while delivering high-quality visuals to less capable end-user hardware. For ARM64 architecture specifically, implementing UE5's Pixel Streaming involves several considerations due to differences between traditional x86/x64 platforms and ARM-based systems[^1]. #### Key Considerations for ARM64 Support When deploying UE5 Pixel Streaming on ARM64 architectures: - **Optimization**: Performance optimization is crucial because ARM processors often have different performance characteristics compared to their x86 counterparts. - **Compatibility Testing**: Extensive testing across various ARM64 devices ensures compatibility and smooth operation without unexpected issues or bugs. - **Resource Management**: Efficient management of resources such as memory bandwidth becomes more important given potential limitations in some ARM SoCs. #### Technical Steps for Deployment To deploy UE5 Pixel Streaming effectively on an ARM64 platform: - Ensure that the target device has sufficient processing power and network connectivity speed suitable for handling streamed pixels efficiently. - Modify build configurations within Unreal Editor settings to accommodate ARM-specific requirements like instruction set extensions used by modern CPUs. - Utilize pre-built binaries provided by Epic Games tailored explicitly towards Linux/Android environments running on ARM chips whenever possible instead of compiling everything locally which can be time-consuming. ```bash # Example command line arguments when packaging project targeting Android ARM64 ue4editor-Cmd.exe "YourProject.uproject" -run=cook -targetplatform(Android_ARM64) ``` #### Solutions for Common Challenges Addressing common challenges encountered during deployment includes: - Leveraging cloud services optimized for low latency connections between clients and servers hosting UE5 applications. - Implementing adaptive bitrate strategies allowing dynamic adjustment based upon current connection quality metrics reported back from each connected user session. - Employing compression techniques reducing data transfer sizes over networks thus improving overall responsiveness especially beneficial under constrained conditions where bandwidth might otherwise become limiting factors affecting experience negatively. --related questions-- 1. What are best practices for optimizing UE5 projects intended for mobile AR experiences? 2. How does UE5 handle multi-threaded operations differently than previous versions impacting ARM64 deployments? 3. Can you provide examples of successful large-scale implementations using UE5 Pixel Streaming technology? 4. Are there any specific tools recommended for profiling UE5 application performance on ARM64 devices?
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

小生云木

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值