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
NameTypeDefault value
Server IdInteger0
C++
NameType
ServerIdint64

AllocationId

The allocation ID.

Declaration
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
FString AllocationId
Blueprint
NameType
Allocation IdString
C++
NameType
AllocationIdFString

QueryPort

The Server Query Protocol Port.

Declaration
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
int32 QueryPort = 0
Blueprint
NameTypeDefault value
Query PortInteger0
C++
NameTypeDefault value
QueryPortint32`0``

Ip

The ip address for the session.

Declaration
UPROPERTY(BlueprintReadOnly, Category = "Multiplay | ServerConfig")
FString Ip
Blueprint
NameType
IpString
C++
NameType
IpFString

Port

The connection port for the session.

Declaration
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
int32 Port = 0
Blueprint
NameTypeDefault value
PortInteger0
C++
NameTypeDefault value
Portint32`0``

ServerLogDirectory

The directory logs will be written to.

Declaration
UPROPERTY(BlueprintReadOnly, Category="Multiplay | ServerConfig")
FString ServerLogDirectory
Blueprint
NameType
Server Log DirectoryString
C++
NameType
ServerLogDirectoryFString