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](https://files.readme.io/2e10c17-level_blueprint.png)
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](https://files.readme.io/19486ba-level_blueprint_2.png)
Parsing our server session and creating our own connection string by hand
Updated 3 months ago