> ## Documentation Index
> Fetch the complete documentation index at: https://docs.buildpixel.io/llms.txt
> Use this file to discover all available pages before exploring further.

# FAQ

> Common questions, honest answers.

## General

<AccordionGroup>
  <Accordion title="What does BuildPixel do, exactly?">
    Connects to your repo, reads your `.uproject`, runs `RunUAT BuildCookRun` in the cloud for the platform you choose, and gives you back the packaged build. Optionally pushes that build straight into a [StreamPixel](https://streampixel.io) runtime for pixel streaming.
  </Accordion>

  <Accordion title="StreamPixel and BuildPixel — what's the relationship?">
    Same team, two products:

    * **StreamPixel** is the pixel-streaming runtime that serves your UE app to end users.
    * **BuildPixel** is the build pipeline that produces the binaries StreamPixel runs.

    They work great together — push your code, and a few minutes later your players see the new version. They also work fine independently: BuildPixel works as the build half of any pipeline, and StreamPixel can serve any pre-built UE app.
  </Accordion>

  <Accordion title="Can I cancel any time?">
    Yes. Pro is monthly billing, no contracts. Cancel from the dashboard; you stop being charged at the end of your current cycle.
  </Accordion>
</AccordionGroup>

## Engine and platforms

<AccordionGroup>
  <Accordion title="Which UE versions are supported?">
    UE 5.4 (default) and UE 5.3. UE 5.5 is in beta. UE 4.x is not supported.
  </Accordion>

  <Accordion title="Can you build for PS5 / Xbox / Switch?">
    Yes, on Enterprise. You bring the platform partner status (we can't grant it). Console SDKs are NDA-gated, so console builds are an Enterprise add-on.
  </Accordion>

  <Accordion title="What about Linux servers? Mobile?">
    Linux server: yes, included. Use `platform: "Linux", buildType: "Server"`.

    Android: yes, included.

    iOS: yes. Requires your Apple Developer account's signing certs in the repo.
  </Accordion>

  <Accordion title="What if my project uses a custom UE fork?">
    Custom forks are an Enterprise scenario. Talk to [enterprise@streampixel.io](mailto:enterprise@streampixel.io).
  </Accordion>
</AccordionGroup>

## Source control

<AccordionGroup>
  <Accordion title="Why GitHub App and not GitHub Actions?">
    GitHub Actions is a CI runner; we'd be reinventing the entire build pipeline on top of someone else's runner. The GitHub App lets us own the build pipeline end-to-end while integrating cleanly with GitHub.

    You can still trigger BuildPixel from a tiny GitHub Action that calls our API — best of both worlds.
  </Accordion>

  <Accordion title="Do you support GitLab? Bitbucket?">
    Not yet. We've focused on GitHub and Perforce because that's where most UE teams are. Ping us if you'd be a customer if we shipped GitLab or Bitbucket support.
  </Accordion>

  <Accordion title="Why doesn't auto-detect work on my repo?">
    Most common: your `.uproject` lives more than 3 directories deep in the tree. Set `uprojectPath` manually on the build setting.
  </Accordion>
</AccordionGroup>

## Builds

<AccordionGroup>
  <Accordion title="Why is my first build slow?">
    The first build for a new branch is cold — full source clone, cold DDC. Subsequent builds on the same branch are much faster because intermediates and DDC are reused.
  </Accordion>

  <Accordion title="What happens if my build is interrupted?">
    The build is marked `failed` cleanly. You can re-trigger; the next build benefits from any cache that was already warm.
  </Accordion>

  <Accordion title="Can I integrate with my own SSO?">
    Pro: email/password and magic links.

    Enterprise: SAML SSO via your identity provider (Okta, Azure AD, Google Workspace). Talk to [enterprise@streampixel.io](mailto:enterprise@streampixel.io).
  </Accordion>
</AccordionGroup>
