# How unreal dedicated server communicate with nakama server？

**URL:** <https://forum.heroiclabs.com/t/how-unreal-dedicated-server-communicate-with-nakama-server/3296>\
**Category:** Runtime Framework\
**Tags:** server-framework\
**Created:** [November 25, 2022, 10:12am UTC](https://forum.heroiclabs.com/t/how-unreal-dedicated-server-communicate-with-nakama-server/3296 "2022-11-25T10:12:14Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![hexun80149128](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/hexun80149128/32/1395_2.png) [@hexun80149128](https://forum.heroiclabs.com/u/hexun80149128)\
**Post date:** [November 25, 2022, 10:12am UTC](https://forum.heroiclabs.com/t/how-unreal-dedicated-server-communicate-with-nakama-server/3296/1 "2022-11-25T10:12:14Z")

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I use unreal dedicated server (ds), when the game is over, need ds and nakama communicate,through custom rpc or through websocket? If through websocket, add ds as a system player to the match, and realize it through Envelope\_MatchDataSend?

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**Author:** ![sesposito](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/sesposito/32/2594_2.png) [@sesposito](https://forum.heroiclabs.com/u/sesposito)\
**Post date:** [November 25, 2022, 2:26pm UTC](https://forum.heroiclabs.com/t/how-unreal-dedicated-server-communicate-with-nakama-server/3296/2 "2022-11-25T14:26:21Z")

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Hello @hexun80149128, yes either approach would work, if you’re looking to use the RPC route have a look at [Nakama: Introduction | Heroic Labs Documentation](https://heroiclabs.com/docs/nakama/server-framework/introduction/#server-to-server).
