Short answer
Yes, by design, for a packaged Linux dedicated server that already implements Unreal replication. Epic's documentation says a dedicated server needs a source build of Unreal Engine and a C++ project, with a <Project>Server.Target.cs file, and that a dedicated server listens on port 7777 by default. NetCraftGames deploys the packaged server, checks it, and gives clients the address. It has not been certified with a live Unreal game yet.
What you must have before submitting
- A source-built Unreal Engine and a C++ project with a server target. Blueprint-only projects cannot produce a dedicated server in the standard binary engine.
- A Linux server package, cooked and staged, with a start script that takes the map and port.
- Matching client and server versions. Replication across mismatched builds fails.
- A UDP port declared in the manifest, usually 7777, plus a health reply and a join probe.
Unreal servers tend to be heavier than a small Unity or Godot server. Our example manifest uses the large profile (4 vCPU, 8 GiB), which spends two plan hours per hour, so measure before you choose.
Steps
- Build the engine from source and add a server targetFollow Epic's dedicated server setup: use a source build of Unreal Engine, a C++ project and a
<PROJECT_NAME>Server.Target.csfile in the project Source folder. - Package a Linux serverCook and stage the server for the Linux platform with the server-only option, then archive the output. Test the staged server with a separate client before moving on.
- Start with a fixed map and portUse a start script such as
./YourGameServer.sh /Game/Maps/Lobby -port=7777 -log, and make sure the server is not bound to localhost. - Add health and join probesReply to a UDP health request and a join request with known answers on the declared port, so a join can be proven.
- Choose the profileDeclare the standard profile if it runs well in 2 vCPU and 4 GiB, or the large profile if you measured a need. Large counts double against your hours.
- Pack, submit and testPack the staged folder as a
.tar.gzwithout links or secrets, submit after launch, and join from a client built from the same version.
Honest gaps
- Not certified. A packaged Linux server with remote replication clients, persistence and restart still needs real testing.
- We do not build your project. You package it; we host the result.
- Map travel and large replicated worlds are the owner's to verify.
- Client platforms you declare are intent only; they are not tested by us.
- No anti-cheat, no host migration, no Windows server builds.
Frequently asked questions
Can I host an Unreal dedicated server from a Blueprint-only project?
Not with the standard launcher engine. Epic's dedicated server documentation requires a source build of Unreal Engine and a C++ project with a server target file. Once you have a packaged Linux server, NetCraftGames can host it, but producing that package is your step and is not something we do for you.
Which port does an Unreal dedicated server use?
By default, Epic's documentation says a dedicated server listens on port 7777. The transport is UDP. You can change the port with a launch argument such as -port, but whatever the server actually listens on must be the port you declare to NetCraftGames, and it must not be bound only to localhost.
Sources
- Epic Games: Setting up dedicated servers in Unreal Engine, accessed October 3, 2026