ServerQueueCore
Server queue and reserved slots for Unreal Engine dedicated servers.
When a dedicated server is full, players normally get "server full" and have to try again and again. ServerQueueCore gives them a place in line instead. Waiting players hold a lightweight beacon connection, see their position and an estimated wait, and travel in by themselves when a slot is free. Supporters, VIPs and admins can be served first, keep reserved slots, and friends can queue together as a party.
The plugin is online subsystem agnostic: it works with Null, Steam, EOS or your own backend. Everything is available from Blueprint and C++.
ServerQueueCore is in beta (version 0.7.0). The API can still change between versions.
New to the plugin? Start with Installing the plugin and the Quick Start, or run the Demo to see a working queue in a few minutes.
Features
| Feature | Description |
|---|---|
| Queue | Waiting players hold a beacon connection, get position updates and a one-time token when a slot is ready. |
| Gated logins | The game server only lets in players with a reservation, a grace period or a free slot. |
| Reserved slots | Part of the capacity is kept for higher priorities, optionally lent out while unused. |
| Priorities | Regular, Supporter, VIP and Admin from a config list, a JSON file, an HTTP service or Blueprint. |
| Player verification | Only verified players get into the queue: HTTP, Blueprint or Steam. |
| Priority kick | Admins get in right away on a full server; the lowest priority player makes room. |
| Parties | Friends hold one place in the queue and get all their slots at once. |
| Map changes and reconnects | Players in the game come back through a grace period; waiting players keep their position. |
| Server browser | Publishes the number of waiting players into the online session: "64/64 (+12 waiting)". |
| Queue panel | A ready-made widget with address box, Join and Leave, position and wait estimate. |
| Setup validation | One click checks the beacon, game session, slots and providers. |
| Blueprint + C++ | Subsystems, events and nodes, plus a networking-free queue core you can drive and test directly. |
Supported engine versions
| Engine | Status |
|---|---|
| Unreal Engine 5.8 | ✅ Supported |
Supported platforms and backends
| Backend | Status |
|---|---|
| Null / LAN | ✅ Supported |
| Steam (SteamCore PRO or OnlineSubsystemSteam) | ✅ Supported, with Steam verification through the Server Queue Steam add-on |
| EOS | ✅ Supported. There is no built-in EOS verifier: send an EOS id token and check it with the HTTP or Blueprint auth provider |
| Your own backend | ✅ Supported |
Windows and Linux.