Struct Multiplay Server Config#
The server configuration for the current session.
Include#
#include "MultiplayServerConfig.h"
Syntax#
USTRUCT(BlueprintType)
struct MULTIPLAYGAMESERVERSDK_API FMultiplayServerConfig
Fields#
EventId#
The server ID.
Declaration#
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
int64 ServerId = 0
Blueprint#
Name | Type | Default value |
---|
Server Id | Integer | 0 |
C++#
AllocationId#
The allocation ID.
Declaration#
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
FString AllocationId
Blueprint#
C++#
QueryPort#
The Server Query Protocol Port.
Declaration#
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
int32 QueryPort = 0
Blueprint#
Name | Type | Default value |
---|
Query Port | Integer | 0 |
C++#
Name | Type | Default value |
---|
QueryPort | int32 | `0`` |
The ip address for the session.
Declaration#
UPROPERTY(BlueprintReadOnly, Category = "Multiplay | ServerConfig")
FString Ip
Blueprint#
C++#
Port#
The connection port for the session.
Declaration#
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
int32 Port = 0
Blueprint#
C++#
Name | Type | Default value |
---|
Port | int32 | `0`` |
ServerLogDirectory#
The directory logs will be written to.
Declaration#
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
FString ServerLogDirectory
Blueprint#
Name | Type |
---|
Server Log Directory | String |
C++#