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Creating a Build for Pixel Streaming and Linux from Windows

This guide walks through the process of packaging an Unreal Engine project for Linux from a Windows development environment, preparing it for Pixel Streaming deployment.

Install the Clang Toolchain

Install the Clang cross-compilation toolchain associated with your Unreal Engine version:

The table below shows which Clang toolchain version is required for each Unreal Engine version:

Clang toolchain version history by UE version

Verify the Toolchain Installation

Once the toolchain is installed, an environment variable called LINUX_MULTIARCH_ROOT should have been set automatically.

Make sure the environment variable has been set:

  1. Open the Command Prompt (type cmd in the Start menu)
  2. Paste the following command and press Enter:
%LINUX_MULTIARCH_ROOT%x86_64-unknown-linux-gnu\bin\clang++ -v

This should return information about the Clang toolchain that was just installed.

If the command doesn't return toolchain information

  1. Open the Environment Variables control panel by typing "environment variable" in the Start menu
  2. In the System Properties window, click Environment Variables
  3. Make sure that LINUX_MULTIARCH_ROOT is set and points to the directory where the toolchain was installed
  4. The toolchain location must be accessible in the directory path during cross-compilation

Installing Prerequisites

Enable the Linux Target Platform

  1. Open the Epic Games Launcher
  2. Go to the specific engine version dropdown and click Options

Epic Games Launcher engine version dropdown with Options highlighted

  1. Under Target Platforms, check the Linux option
  2. Click Apply

Installation Options showing Linux checked under Target Platforms

Enable the Pixel Streaming Plugin

Within your Unreal Engine project, make sure that the Pixel Streaming plugin is enabled in the Plugin Manager.

Building for Linux

  1. In the Unreal Editor, go to Platforms on the top menu
  2. Select Linux
  3. Verify that there is something listed under Installed SDK (this confirms the toolchain is detected)
  4. Select Package Project