Ship with confidence. Ship it with the Admiral.
Admiral is a Kubernetes-native CI/CD system for Unreal Engine projects and plugins. Build and package your code and assets, run automated tests, and create container images for dedicated servers, Unreal-powered microservices or Pixel Streaming applications. Self-hosted plans for cloud and on-premises use coming soon.
Use Cases
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CI/CD for game developers
Build, test and package game clients. Build and deploy container images for dedicated servers.
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CI/CD for plugin developers
Build and test plugins against multiple Engine versions in parallel. Package plugins for distribution on the Unreal Marketplace.
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CI/CD for enterprise applications
Build and deploy container images for streaming cloud applications using Pixel Streaming for Linux.
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CI/CD for simulation and machine learning
Build container images for simulations and deploy them alongside machine learning models in the cloud.
Frequently Asked Questions
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Will Admiral support custom versions of the Unreal Engine or console platforms?
Yes. Admiral runs builds in container images provided by the user, facilitating both the use of custom Unreal Engine versions and the inclusion of support for console platforms.
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Will there be a cloud-hosted (SaaS) version of Admiral?
After completing an initial feasibility investigation, we have decided not to provide a SaaS version of Admiral due to technical and legal restrictions that impact important features such as custom Engine support and console platform support. Instead, customers can host Admiral themselves, either on-premises or in the cloud.
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How does Admiral integrate with Pixel Streaming?
Admiral acts as a foundational automation platform for Unreal Engine projects and plugins, providing a flexible base which can be integrated with additional services to provide unlimited opportunities. This makes it easy to create pipelines that address complex workflows such as building and deploying Pixel Streaming applications.
An example Admiral pipeline for a project using Pixel Streaming might look like so: the start of the pipeline builds and packages the project inside a container image which encapsulates Pixel Streaming for Linux, and then builds a new container image to encapsulate the project's packaged files. The pipeline then pushes this container image to an external container registry, and finally makes an API or webhook call to notify the external deployment system (e.g. a Kubernetes cluster or a managed Pixel Streaming service) of the image digest so that the remote deployment configuration can be updated.
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Will additional services be available that complement Admiral, such as managed Pixel Streaming?
We are currently in the process of soliciting feedback from the Unreal Engine developer community to identify potential services which enhance the value that Admiral can deliver them, and the number one most requested service is a managed Pixel Streaming solution. We are still building out our roadmap based on this ongoing feedback, and no decisions regarding the implemenation of any given service have been made yet. TensorWorks will announce additional services to complement Admiral and the wider Unreal Engine ecosystem after the community consultation process has concluded.
If you are interested in exploring additional managed services (such as Pixel Streaming), please contact us so we can discuss your requirements. This information will help to guide our future development roadmap for the Admiral service ecosystem.
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What is the timeframe for release?
We are currently planning to run the first round of beta testing for customers running Admiral on-premises in Q3 2021 and the first round of beta testing for customers running Admiral in the cloud some months after that. If you would like to join the beta invite waiting list then be sure to register your interest today. Note that the dates listed here are provisional and may be subject to change in light of the ongoing global COVID-19 pandemic.