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Overview
Server Manage Tool provides map-specific server address settings and an Unreal Editor workflow for launching local dedicated-server processes during Play In Editor.
The plugin contains three modules:
ServerModePlayMenu: editor menu and local-server process management
ServerInfoSettingsModule: map and server-address configuration
ServerManageLibrary: runtime Blueprint functions
Requirements
- An Unreal Engine project using a plugin package compatible with the project’s engine version
- A saved
.uproject file
- Saved maps referenced by their full Unreal package names
- The Unreal Editor executable must be available when using Local Launch
- Dedicated-server behavior must already be implemented by the project
The plugin does not package, deploy, configure, or host a production dedicated server.
Installation
From Fab
- Acquire Server Manage Tool from Fab.
- Install the plugin for the appropriate Unreal Engine version.
- Open the project.
- Open Edit > Plugins.
- Enable Server Manage Tool.
- Restart the editor when requested.
From Source
Place the repository at:
<Project>/Plugins/ServerManageTool
Then regenerate project files or open the project and accept the rebuild prompt.
Quick Start
- Open Project Settings.
- Open Project > Servers.
- Add one entry to
Server List for each server map.
- Set
Map Name to the map’s full package name, for example:
- Set
Server Address to the address the client should use outside Local Launch, for example:
- Open the Play menu in the Unreal Editor.
- Open Server Mode.
-
Select one of the following:
- Project Setting: use the configured
Server Address.
- Local Launch: launch local editor server processes and use loopback addresses.
- Call Get Server Address with the map asset.
- Pass the returned string to the project’s own connection or client-travel logic.
The plugin resolves an address. It does not automatically connect the client.
Features
- Per-map server-address configuration
- Project Settings integration
- Editor Play menu integration
- Project Setting mode
- Local Launch mode
- Automatic local server-process startup at PIE begin
- Automatic local server-process termination at PIE end
- Blueprint-accessible server-address lookup
- Blueprint-accessible server-exit request
Settings / Blueprint Nodes
Server List
Project Settings > Project > Servers contains Server List.
Each entry contains:
| Field |
Purpose |
Map Name |
Full Unreal package name of the map, such as /Game/Maps/Lobby. |
Server Address |
Address returned outside Local Launch. The plugin stores and returns this as an unvalidated string. |
Server Mode
The editor Play menu contains Server Mode.
Project Setting
Get Server Address returns the Server Address configured for the requested map.
Local Launch
At PIE begin, the plugin starts one Unreal Editor server process for every entry in Server List.
Ports are assigned from the list order:
First entry: 7777
Second entry: 7778
Third entry: 7779
In Local Launch mode, Get Server Address returns:
127.0.0.1:<assigned port>
The local processes are terminated when PIE ends.
Get Server Address
Blueprint function:
Behavior:
- Uses the map’s full package name.
- Finds an exact matching
Map Name entry.
- Returns the configured address in Project Setting mode.
- Returns the loopback address and assigned local port in Local Launch mode.
- Returns an empty string and logs an error when the map is null or no matching entry exists.
Request Server Exit
Blueprint function:
Requests the current process to exit its main loop.
Limitations
- Local Launch is an editor and PIE feature.
- Local Launch starts a server process for every configured server entry, not only the currently selected map.
- The base port is fixed at
7777.
- Additional ports are assigned from
Server List order.
- Reordering entries changes their Local Launch ports.
- No port-availability check is performed.
- No server-readiness or health check is performed.
- No retry or automatic restart is performed.
- No automatic client travel or connection is performed.
- No production-server deployment is performed.
- No remote-server lifecycle management is performed.
Server Address is not parsed or validated.
- A missing map configuration returns an empty string.
- Local server processes are terminated when PIE ends.
Troubleshooting
Get Server Address returns an empty string
Verify that:
- The map input is not null.
Map Name uses the full package name.
- The configured value exactly matches
Map.GetLongPackageName().
- The entry exists in
Project Settings > Project > Servers.
Use a value such as:
Do not use only:
A local server does not start
Verify that:
- The
.uproject file exists.
- The current Unreal Editor executable exists.
- The configured map package name is valid.
- The assigned port is not already in use.
- The project supports running with
-server.
- The Output Log does not contain a process-launch error.
The client does not connect automatically
This is expected. Call GetServerAddress, then pass its result to the project’s own client-travel or connection implementation.
Local ports changed
Local ports are derived from Server List order. Restore the original order or update the project logic that depends on the assigned ports.
For reproducible problems, open an issue in the ServerManageToolPlugin repository.
Version History
1.0
- Initial map-specific server settings
- Project Setting and Local Launch modes
- Local dedicated-server process startup during PIE
GetServerAddress
RequestServerExit