# Set Lobby Game Server

{% hint style="success" %}

#### Like what you're seeing?

Support us as a [GitHub Sponsor](https://kb.heathen.group/old-kb/where-to-buy/become-a-sponsor) and get instant access to all our assets, exclusive tools and assets, escalated support and issue tracking and our gratitude.\
\
These articles are made possible by our [GitHub Sponsors](https://kb.heathen.group/old-kb/where-to-buy/become-a-sponsor) ... become a sponsor today!
{% endhint %}

## Introduction

Sets the game server associated with the lobby.

This can only be set by the owner of the lobby.

Either the IP/Port or the Steam ID of the game server must be valid, depending on how you want the clients to be able to connect.

{% hint style="info" %}
This will raise the [Lobby Game Created](https://kb.heathen.group/old-kb/old-toolkit-for-steamworks/unreal/blueprint-nodes/events/lobby-game-created) callback for all members.\
\
Once this has been set any new members can read the data by using [Get Lobby Game  Server](https://kb.heathen.group/old-kb/old-toolkit-for-steamworks/unreal/blueprint-nodes/functions/get-lobby-game-server).
{% endhint %}

## Nodes

You have 4 ways you can set this data depending on what kind of information you want to store and for what use.&#x20;

For example in a traditional Peer-to-Peer set up aka "Listen Server" the lobby owner is the "host" aka server and so we do not need any info thus the `Set Lobby Listen Server` doesn't require any input other than the server to set it on.

In a multiplex dedicated server, you may want to support Steam ID, as well as IP:Port and so the `Set Lobby Dedicated Server - ID and IP Address` is the option you want. In all cases these will all cause the same event to be raised for the members of the lobby.

<figure><img src="https://4053370152-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MZWu8yFOWhCYCMkJFmR%2Fuploads%2FYEEOA5evojjHgNd1tI9d%2Fimage.png?alt=media&#x26;token=5ca041d7-e215-4545-81fa-829c524a854a" alt=""><figcaption></figcaption></figure>
