Separating procedures on server or client

ServerTravel in Blueprints can be run by using “Execute Console Command” and typing “ServerTravel MAPNAME” into it.
ServerTravel will move the Server and all connected Clients to the new Map specified as “MAPNAME”.

A ServerSide Check can be made by creating a “Custom Event”. In the CustomEvents settings you can make it “RunOnServer”.

There are 2 kinds of Servers in UE4. ListenHost (where the Server is a Client) and a DedicatedServer, which you start and other
people can connect to it. You want the DedicatedServer. You can test him by hitting the “DedicatedServer” check box in the Editor
right beneath the Settings for the Amount of Players in the PlayButton Settings (there is a small arrow to expand options).

To create a separated Server.exe, you need to follow the step that are mentioned Commander Shepard’s Wiki Link.

I think to completely customize your Server with different parameters etc, you will need some C++, but i could be wrong here.

Connecting to the IP of this Server will be done with the “Open Level” node (at least i think you can use this) and instead of the
level name, you take the IP. Or you put the IP into the “ExecuteConsoleCommand” node with “open IPADDRESS”.

If you create yourself a UMG Widget with a textbox, the Player can enter it and connect.

Servers can also be retrieved via the Sessions Nodes. If you have a session up and running, it can be found via “Search Sessions”.

NOTE: Without a MasterServer (or an OnlineSubsystem like Steam) you are limited to retrieving Servers only in LAN mode. So as long
as you don’t have such a Server that manages your Sessions or an OnlineSubsystem like Steam, you will want to join directly per IP
if you want to join an OnlineGame.