Pixotope can run in environments that are offline or fully air-gapped. Running without internet requires some additional actions.
License a machine for offline use
Learn more about how to Get a license for an offline machine (air-gapped)
Prepare for first time engine launch
Python plugin
When the Editor/Engine launches, the Unreal Engine’s Python plugin checks for and installs the Python package dependencies required by the enabled plugins.
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On a machine with internet access this happens in the background
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On an offline machine, the engine waits for the download to time out before continuing
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To avoid this delay, disable Run pip install on startup. See Recommended settings below
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Make sure dependencies are present if needed
Because the required Python packages depend on which plugins a project uses and the Python version, there is no single fixed set that applies to every project.
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Before taking a machine offline, open the project at least once while the machine still has internet access so the required packages are installed locally
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Apply the Recommended settings below so the engine no longer tries to fetch them on each launch
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Create a
.pxignorefile inSynced Storage/Projects/[Project folder]/and push the changes# Default ignores Config/MotionDesignBroadcastConfig.json DerivedDataCache/ Intermediate/* Saved/ # Unignore PipInstall !Intermediate/PipInstall/ -
OR Manually copy the
Intermediate/PipInstallfolder to the other machines
Recommended settings for offline machines
Open Project Settings > Plugins > Python and configure the following:
|
Setting |
Recommended value |
Why |
|---|---|---|
|
Run pip install on startup |
Off |
Stops the engine from attempting to download/install Python packages each time it launches, which is what causes the wait on an offline machine. |
|
Offline Only |
On |
Forces pip to use only locally available packages and never reach out to the internet. |
|
Pip Strict Hash Check |
Off (if package installs fail offline) |
Strict hash checking can cause local installs to fail if the cached package hashes don't match what is expected. Relax this only if you see install failures offline. |
Plugins that require internet access
Some Unreal Engine plugins only connect to online services, such as Epic's marketplace, content libraries or cloud messaging. On an offline machine these plugins have no function, and they may still try to reach the internet. This can cause connection timeouts, error messages in the log, and editor panels that fail to load.
We recommend disabling the following plugins on offline machines:
|
Plugin |
What it does |
Why disable it offline |
|---|---|---|
|
EOS Shared
|
Epic Online Services SDK |
Communicates only with Epic's online services See the warning below the table before disabling it |
|
Fab |
Browses and imports content from the Fab marketplace |
Marketplace content is served online and can't be accessed offline |
|
Bridge |
Quixel Bridge content library (Megascans) |
The content library is served online and can't be accessed offline |
|
Google Cloud Messaging |
Push notifications for Android apps |
Requires Google's online services and is not used in Pixotope workflows |
|
Chunk Downloader |
Downloads content patches from a remote server at runtime |
Its only function is downloading content from the internet |
|
Launcher Chunk Installer |
Installs content through the Epic Games Launcher |
Requires the Epic Games Launcher and Epic's online services |
MetaHuman SDK depends on EOS Shared. If the project uses MetaHumans, keep EOS Shared enabled.
Plugins that use the local network, such as Remote Control, Live Link, Multi-User Editing, Pixel Streaming and source control, work without internet access and should stay enabled.
Disable the plugins
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Open the project in the Editor
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Go to Edit > Plugins
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Search for each plugin in the table above and uncheck Enabled
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If the Editor warns that another plugin depends on it, leave it enabled unless the project doesn't need that plugin either. For example, disabling EOS Shared also disables MetaHuman SDK
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Restart the Editor when prompted
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Push the changes
The change is saved in the project's .uproject file, so it applies to every machine that uses the project.
If the machine later gets internet access and you want to use Fab or Quixel Bridge, you can re-enable the plugins the same way.