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Upload a File to the Server

How to download and install the plugin
Plugin Download & Install




This section covers how to set up the Blueprint nodes to allow a user to upload a file. The file will be saved to a specific directory within your Unreal project's folder on the server.



Video Demonstration

Demo Video




Experience here:

https://connector.eagle3dstreaming.com/v5/e3ds_dev1/ue55cpp/default





Follow the guidelines below:


Part 1: Blueprint Logic for Uploading a File

  1. Open the level you intend to stream.

  2. Ensure an instance of the E3DS_PS_actor is in your level.

    image-20250729-044804.png


  3. Open the Level Blueprint.

  4. In the Event Graph, right-click and search for the Keyboard F event to add it to the graph.

  5. Drag from the Pressed execution pin of the F key event and search for the Upload A File To Send To Unreal App Directory node.

  6. Right-click on the graph and add a Get Project Directory node.

  7. Right-click again and add an Append string node.

  8. Connect the Return Value of the Get Project Directory node to the A pin of the Append node.

  9. In the B pin of the Append node, type the relative path where you want to save the file, for example, Saved/SaveGames.

  10. Connect the Return Value of the Append node to the Relative Path In Unreal Path Directory input pin of the Upload A File node.

  11. Connect the nodes as shown below.

    image-20250729-044717.png


  12. Compile and Save the Blueprint.






Part 2: Verification

This section explains how to verify that the file upload functionality is working.

  1. Connect to your remote editor session in your web browser. Click inside the editor viewport to ensure it has focus.

  2. Press the F key on your keyboard.

    • Expected Result: A file selection dialog should open in your browser.

  3. Select a file from your local computer and confirm the selection.

    • Expected Result: The file should be uploaded to the server and placed in the directory you specified in the Blueprint (e.g., <YourProjectPath>/Saved/SaveGames/). You can verify this by checking the file system of the remote machine.

This confirms that the Blueprint is successfully triggering the file dialog in the client's browser and handling the upload to the specified server directory.





How to test in remote editor streaming
Remote Control Unreal Editor
How to do blueprint debugging incase something in not working

Blueprint Debugging









 


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