Private beta · Join the waitlist

    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.

    Join the waitlist
    UE 5.2+
    Git & Perforce
    No credit card

    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.

    app.buildpixel.io / builds / 4f2c8a1

    Build #4f2c8a1

    Running
    main 4f2c8a1 0m 00s
    Win64 · Shipping
    0%
    Sync source
    Compile
    Shaders
    Cook content
    Package
    Upload artifact
    Live phases Streaming logs One-click artifact

    How it works

    Three steps. That's it.

    From repo to shippable artifact in minutes — no YAML, no wrapper scripts.

    STEP 01

    Connect your repo

    Link Git or Perforce in two clicks. Buildpixel detects your engine version and project automatically.

    shooter-game
    puzzle-prototype
    vehicle-sim
    STEP 02

    Pick a target

    Win64 Shipping, Linux Server, Mac Editor — choose your platform and trigger. Save it as a configuration.

    PLATFORMWin64
    TYPEShipping
    TRIGGEROn push
    STEP 03

    Ship it your way

    Deploy to StreamPixel and play it in the browser, download the packaged artifact, or push it anywhere with webhooks.

    build-4f2c8a1.zip1.8 GB
    StreamPixel
    Download
    Webhook

    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.

    play.buildpixel.io / p / 4f2c8a1
    LIVE
    Build #4f2c8a1
    buildpixel.io/p/4f2c8a1
    Share

    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.

    acme-studio/shooter-game

    Builds today

    42

    +18%

    Avg duration

    14m 22s

    -9%

    Success rate

    94%

    +2%

    Active workers

    12 / 32

    Recent builds

    last 24h
    #4f2c8a1main8m 12srunning
    #9a1b3d2main16m 04sdone
    #c8e7f01feat/lod-streaming18m 38sdone
    #2d4a912main12m 51sfailed
    #5b9e3f4fix/cooker-crash9m 18sdone
    #7c2a8d1main14m 22sdone

    What'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

    Parallel builds

    Your project compiles across dozens of machines at once. Big rebuilds finish in a fraction of the time.

    Parallel shaders

    Faster shader cooks

    A shader cook that pinned your workstation for an hour finishes in minutes — spread across dedicated machines.

    Auto-detected

    Zero config

    Drop in a project and Buildpixel finds the engine version and target on its own. No build files to write.

    Win64 · Linux + Mac soon

    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.

    Horde scheduler · build #4f2c8a1
    0 jobs in flight
    git push
    main · 4f2c8a1
    C++ workers · UBA24 workers
    Shader workers · XGE-style8 workers
    Translation units, link jobsShader permutations
    Artifact
    build-4f2c8a1.zip
    1.8 GB · 18m 42s

    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.

    Single machine · workstation
    3h 12m
    One machine·One build at a time·Workstation locked
    BuildpixelUp to 10× faster
    0m 0s
    Fully parallel build·Shared cache·You keep working

    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

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Distributed C++ & shader compiles

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Pixel-stream every commit in browser

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Auto-detects engine + project

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Perforce + Git out of the box

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Dedicated workers per build

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Persistent caches between runs

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Streaming build logs

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Zero YAML

    Buildpixel
    Jenkins
    GH Actions
    Local box

    Setup time

    MinutesBuildpixel
    DaysJenkins
    HoursGH Actions
    Local box

    Maintenance burden

    NoneBuildpixel
    HighJenkins
    MediumGH Actions
    HighLocal box

    Partial — possible with significant configuration or plugins.

    Why Buildpixel

    Engineered for Unreal. By people shipping Unreal.

    Traditional CI

    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.

    Parallel builds

    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.

    Traditional CI

    Generic CI tools treat Unreal builds as black-box scripts. They don't understand your project files, shader compilation, or content cooking.

    Purpose-built

    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.

    Traditional CI

    Every build re-downloads, re-compiles, and re-cooks content from scratch. Cold builds take hours, even when nothing meaningful changed.

    Shared cache

    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.

    shooter-prototypeFree
    main · Win64 · Development
    #1214m 22s

    1 project · 1 config · 5 builds / day

    Indie developers

    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
    shooter-game23 queued142/d
    puzzle-prototype138/d
    vehicle-sim87/d
    Studios releasing games

    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%

    Pre-launch crunch

    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

    01
    GitHubvia App
    PerforceHelix Core

    Engine targets

    02
    Win64
    Linux (soon)
    Mac (soon)
    UE 5.2+

    Ship & notify

    03
    Direct download
    Steam / Epic
    Webhooks
    Slack / Discordsoon

    Common questions

    Frequently asked.

    Get started

    Stop waiting.
    Start shipping.

    Join the waitlist for private beta access. No credit card, one project free forever.

    UE 5.2+
    Git & Perforce
    Win64 (Linux + Mac soon)