Managed Unreal Engine Horde.
Builds in minutes, not hours.
Fully-managed CI/CD and automatic builds for Unreal Engine, powered by Epic's Horde. Connect Git or Perforce, hit build, and minutes later play the finished build right in your browser — no Horde servers to stand up, no YAML.
Live preview
See your build, the moment it runs.
Stream phases, logs, and progress in real time. No tabbing into Jenkins or guessing where it stalled.
Build #4f2c8a1
RunningHow it works
Three steps. That's it.
From repo to shippable artifact in minutes — no YAML, no wrapper scripts.
Connect your repo
Link Git or Perforce in two clicks. Buildpixel detects your engine version and project automatically.
Pick a target
Win64 Shipping, Linux Server, Mac Editor — choose your platform and trigger. Save it as a configuration.
Ship it your way
Deploy to StreamPixel and play it in the browser, download the packaged artifact, or push it anywhere with webhooks.
Powered by StreamPixel
Every build,
playable and downloadable.
Every successful build is a downloadable artifact you can grab in one click — and, optionally, it goes live as a pixel-streamed session you can share via one link. No installs, no devkit.
You commit
Push to Git or submit to Perforce. The build kicks off on its own.
The build runs
Compiled, cooked, and packaged on the fleet — done in minutes.
Play it in the browser
The finished build goes live as a stream. Open the link and play.
Or take the build anywhere
Every build is a downloadable artifact too — grab the packaged binary in one click, or push it straight to Steam, itch.io, or your own platform.
The dashboard
Your whole pipeline.
One screen.
Builds today
42
+18%Avg duration
14m 22s
-9%Success rate
94%
+2%Active workers
12 / 32
Recent builds
last 24hWhat's inside
Faster builds,
everything else included.
Parallel builds and faster shader cooks, on managed Unreal Engine Horde — a platform that already speaks Unreal.
Parallel builds
Your project compiles across dozens of machines at once. Big rebuilds finish in a fraction of the time.
Faster shader cooks
A shader cook that pinned your workstation for an hour finishes in minutes — spread across dedicated machines.
Zero config
Drop in a project and Buildpixel finds the engine version and target on its own. No build files to write.
Every platform
Win64 today, in every build configuration. Linux, Mac, and console SDKs coming soon.
Managed Horde
Managed Unreal Horde.
Bare-metal fleet.
Horde is Epic Games' open-source distributed build system — battle-tested across their largest internal Unreal productions. Self-hosting it means standing up servers, build agents, and storage yourself. Buildpixel gives you fully-managed Unreal Engine Horde instead — running on a pool of bare-metal dedicated servers, 24 to 128 raw cores per box, so a single trigger fans out across dozens of workers in parallel.
Hardware
Bare metal · pooled
Per server
24 – 128 cores
Parallel jobs
1,000s
Compilers
UBA · XGE-style
Most CI tools rent you a thin vCPU slice on shared infrastructure, and self-hosting Horde means running the whole stack yourself. Buildpixel is fully-managed Unreal Engine Horde on bare-metal dedicated servers tuned for Unreal — 24 to 128 raw cores per box, all yours when your build needs them.
The difference
Hours, gone.
A typical Win64 Shipping build. On the left, one workstation grinding through it alone. On the right, the same project run on Buildpixel.
How we compare
Tuned for Unreal, top to bottom.
Compiling shaders and cooking content was never a job for a generic build runner. See how Buildpixel compares to the CI tools studios outgrow.
Native Unreal build pipeline
Distributed C++ & shader compiles
Pixel-stream every commit in browser
Auto-detects engine + project
Perforce + Git out of the box
Dedicated workers per build
Persistent caches between runs
Streaming build logs
Zero YAML
Setup time
Maintenance burden
Partial — possible with significant configuration or plugins.
Why Buildpixel
Engineered for Unreal. By people shipping Unreal.
Most CI tools compile your whole project on a single machine. Shaders and C++ grind through one step at a time. Even on a fast box, you're watching a progress bar for hours.
Builds that don't queue. Ever.
Buildpixel spreads every build across a pool of dedicated machines, all working in parallel. Builds that took hours on one workstation finish in minutes — and you get your machine back.
Generic CI tools treat Unreal builds as black-box scripts. They don't understand your project files, shader compilation, or content cooking.
Native to Unreal Engine.
Buildpixel understands Unreal's build pipeline directly — it auto-detects your engine version, project, and target platform. No YAML, no fragile wrapper scripts to maintain.
Every build re-downloads, re-compiles, and re-cooks content from scratch. Cold builds take hours, even when nothing meaningful changed.
Built once, reused across the team.
A shared cache sits in front of every build, used by your whole team. Repeat work is skipped, and finished builds land at a permanent download link the moment they're ready.
Who it's for
Made for every kind of studio.
Solo developers shipping their first prototype. Mid-sized studios coordinating ten people. Teams in the final weeks before release. Same platform, different scale.
1 project · 1 config · 5 builds / day
One project, free forever.
Solo developers and two-person teams get a real build pipeline without paying for it. Connect a project, run as many builds as your free tier allows, share the artifact with playtesters in a click.
- 1 project, 1 build target, 5 builds a day
- Shareable build links for playtesters
- No DevOps experience required
Builds for the whole team.
Mid-sized studios get many projects, parallel builds, and team roles. Programmers, artists, and producers each see what they need without stepping on each other. One workspace per studio, clean separation between projects.
- Many projects, parallel builds
- Role-based access for programmers, artists, producers
- Per-project build configurations and history
24h builds
247
Avg time
12m
Success
94%
Builds that don't break under pressure.
When release is two weeks out and every build matters, a bare-metal fleet with real cores means no fighting for the build farm. Auto-deploy successful builds straight to StreamPixel for live preview, or pull the artifact and send it to Steam.
- Dedicated machines, no shared queues
- Auto-deploy to StreamPixel on success
- Push artifacts to Steam, Epic, or your own pipeline
Plays nice with
Fits your existing pipeline.
Source control
01Engine targets
02Ship & notify
03Get started
Stop waiting.
Start shipping.
Join the waitlist for private beta access. No credit card, one project free forever.