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unreal · agones · server

Server-only GameServer lifecycleAgones Unreal SDK

A pristine vendored mirror of the upstream Agones Unreal SDK (googleforgames/agones, release-1.58.0), pinned for the KBVE dedicated-server stack. It wraps the Agones sidecar REST API so an Unreal dedicated server can register with and be managed by a Fleet.

Auto-connects on dedicated builds

The UAgonesSubsystem auto-connects on dedicated-server builds — polling /gameserver, calling /ready, and pinging /health — so a server binary becomes allocatable under a Fleet.

  • Server-onlyTargetAllowList: ["Server"].
  • Vendored — unmodified upstream, see VENDORING.md.
AgonesPlugin
release-1.58.0Upstream
Apache-2.0License
Linux serverPlatform

What it gives you

Features

Auto-connecting subsystem

UAgonesSubsystem connects to the Agones sidecar on dedicated-server startup with no manual wiring.

Lifecycle over REST

Polls /gameserver, calls /ready, and pings /health to keep the pod allocatable and healthy.

Server-only module

TargetAllowList: ["Server"] keeps the plugin out of client and editor builds.

Vendored & pinned

An unmodified upstream mirror; VENDORING.md documents the upstream pin and resync steps.

At a glance

Key facts

PluginAgones
Version2.0.0 (upstream release-1.58.0)
EngineUnreal Engine 5.4+
LicenseApache-2.0
Sourcepackages/unreal/Agones
PlatformsLinux (dedicated server)

Questions

Frequently asked

What is the Agones Unreal SDK plugin?

It is a pristine vendored mirror of the upstream googleforgames/agones Unreal SDK (release-1.58.0, Apache-2.0), pinned for the KBVE dedicated-server stack. It wraps the Agones sidecar REST API so an Unreal dedicated server can register itself with an Agones Fleet.

How does the plugin manage the GameServer lifecycle?

The UAgonesSubsystem auto-connects on dedicated-server builds. It polls /gameserver, calls /ready, and pings /health against the Agones sidecar so the server binary becomes allocatable and stays healthy under a Fleet.

Is the Agones plugin compiled into client or editor builds?

No. The module declares TargetAllowList ["Server"], so it is only built into dedicated-server targets and never into client or editor builds.