Listen to `OnGetServerConnectionString` to connect to your game’s server

The UServerQueueService::OnGetServerSession delegate will be broadcast when your player has completed the queuing process and is ready to connect to a particular game server.

In order to travel to the game’s server, simply pass the connection string as the LevelName into the OpenLevel (by Name) blueprint node.

A simple example of how to bind to the GetServerConnectionString delegate on ServerQueueService

A simple example of how to bind to the GetServerConnectionString delegate on ServerQueueService

Alternatively, you can listen to the OnGetServerSession event and construct your own connection string if that is necessary.

Parsing our server session and creating our own connection string by hand

Parsing our server session and creating our own connection string by hand