Defualt Server Ports?

I can’t seem to find them - what is the default server port for hosting a UE4 Server?

Perhaps some even better guides on setting up a dedicated server, so far all my attempts for setting up one the same way you would UDK3 has failed.

I’m not too familiar with the code for UE4 yet but I have been reading through it the best I can so far and as far as ports are concerned, you can find them under the following directory in the source code:


Take a look around that file, maybe do a ctrl+f and type in port to see what’s available there. I know just by looking through it that there are a number of ports set by default, depending on what you’re trying to run your server through (ex: URL (web-based), Steam, Facebook, etc.).

So far what I’ve gathered is this (if you don’t have time to look at them yourself):
-URL ports

-OnlineSubsystemSteam Port

-/Script/OnlineSubsystemUtils.onlineBeaconHost port

-MobileSupport port

Hope this helps a little!! I’m trying to decipher the networking side of this as well so any clarification on this would be great if someone else has any other information :slight_smile: If you start digging around the files in the source code for anything related to the engine under the file directory UnrealEngine/Engine/Source , that should get you started on figuring out how everything works together. At least that’s what it looks like to me as I skim through it.


Thanks I will read through it in the morning and see about setting up a test server for stress testing.

Dam used to be just a port or two perhaps that is why we couldn’t connect externally.

Yeah, it will take some time to tear through it myself. I’m looking at the github files at work since I don’t have it installed on my work computer so I’m just pulling what I can without having all the necessary files there. I’ll keep looking and hopefully things will make more sense when I get home. If they don’t put up some documentation on it, I might just post what I learn on another part of the forum or on the wiki that could help people looking into doing some networked games. Good hunting! Let me know if you are able to get it up and running and what your process was :stuck_out_tongue:

I found this while I was surfing around. Maybe it might help you :slight_smile:

1 Like

I haven’t had time yet to dig been a busy day but that page isn’t helpfull yet. I really just need to know the ports to open up and forward on a router.
Although I will try to test out his dedicated server exe suggestion.

All we really wanted to do was stress test budgets & networking etc so we took the shooter example - packaged it and we can connect to ourselves IE LAN no problem - its a matter of opening router ports externally and checking it out over the internet. I also haven’t had any further time to work on this either.

So I know this weekend I should get around to it… I think lol

“C:\Users\OSIAS\Documents\Unreal Projects\ShooterGame\Binaries\Win64\ShooterGame.exe” HighRise?listen -game -ResX=800 -ResY=600 -WinX=0 -WinY=20 -log

This in the properties of the executable does launch a listen server now I will test on a lan PC to PC and then try to open that up over the net.

Per the guys thread 7777 is the primary port just like UDK3 and I know why I was having problems I was already forwarding that port to another server and forgot about it.

Either way in about an hour I should be all done with testing.

Ok so it does seem to run pretty clean. However in UDK3 I could have roughly 8 clients open and connected to the server before I would begin to chug.
Now 1 client seems to be max, if I have a second client running and for everyone we tested it with it will begin to chug.

Okay. Nice.

Here is a question for OSIAS and anyone else who can help.

Assuming all the port forwarding is in place.

I have a non dynamic URL I want my game(client) to connect to EVERY time. How do I hardwire that to the client game that I distribute to my (less techy) friends?
It seems console node in Blueprint with Open <URL> command isn’t working. And I would like this URL to be he default connection. Bat file on windows? But what about MAC? And what arguments to pass?

Is there a way to automate the server version to start as server by default?

Perhaps even create a Class Blueprint that handles the multiuser part?

Thanks in advance.

I have 4 planets and i might do transfering planet to other this way: , one for each zone, each uses a certain fixed port: 7777, 7778, 7779, etc. To transfer between servers, when a player walks into a trigger volume, OpenLevel blueprint node is called on the client with the correct zone’s ip and port. How i can “change” unreal port? that i can use ports 7778,7779 etc. 7777 is default port if i remember correctly

How did it go?

This is very useful. Did you succeed? Cuz I have the same question.

That MMO project has been now been little time frozen. So not tested it very lot yet.