Agones-to-ROWS server bridgeKBVEAgones
A server-only glue plugin for Unreal dedicated servers. Agones owns the GameServer lifecycle; the bridge subsystem listens for the Agones ConnectedDelegate and registers the instance with KBVE ROWS via RegisterLauncher, using the address and port Agones reports — without leaking any of it into client or editor builds.
Server-only glue
UKBVEAgonesBridgeSubsystem reacts to the Agones ConnectedDelegate and calls UROWSInstanceSubsystem::RegisterLauncher(Address, Port, MaxInstances) with the Agones-reported endpoint.
- Depends on — Agones (lifecycle) + KBVEROWS (REST client).
- Gated — TargetAllowList Server + IsRunningDedicatedServer().
What it gives you
Features
Agones → ROWS bridge
UKBVEAgonesBridgeSubsystem reacts to the Agones ConnectedDelegate and registers the instance with ROWS.
Launcher registration
Calls UROWSInstanceSubsystem::RegisterLauncher(Address, Port, MaxInstances) with the Agones-reported endpoint.
Server-only
Module is TargetAllowList: ["Server"] and the subsystem gates on IsRunningDedicatedServer(), keeping it out of client/editor builds.
Clean separation
Depends on Agones for lifecycle and KBVEROWS for REST; KBVEROWS stays a pure REST plugin.
Questions
Frequently asked
What does the KBVEAgones plugin do?
It is a server-only glue plugin. UKBVEAgonesBridgeSubsystem listens for the Agones ConnectedDelegate and registers the dedicated-server instance with KBVE ROWS via RegisterLauncher, using the address and port Agones reports.
Does KBVEAgones run in client or editor builds?
No. The module is TargetAllowList Server and the subsystem gates on IsRunningDedicatedServer, so it stays out of client and editor builds.
What does KBVEAgones depend on?
It depends on the Agones plugin for the GameServer lifecycle and KBVEROWS for the ROWS REST client. KBVEROWS itself remains a pure REST plugin.
