Changing nDisplay Communication Ports

Describes the different communication ports nDisplay uses on each computer to communicate with other computers in the cluster.


The nDisplay system communicates between hosts over three TCP/IP ports: 14000, 14001, and 14002. You need to make sure you have these ports open on all computers.

If you want to change the port numbers yourself, you can do so in the following places.

  • Runtime synchronization ports - The primary node uses two ports to synchronize data with the other nodes in the cluster. To set these two ports, include the port_cs and port_ss configuration parameters in your configuration file, on the cluster_node line that defines your primary node. For example:

    [cluster_node] id=node_front addr= screen=screen_front viewport=vp_front port_cs=42001 port_ss=42002 master=true
  • Cluster event ports - The primary node always uses the same port to exchange cluster events with connected clients. This includes both other nodes in the nDisplay cluster, and any external applications that you write to send and retrieve cluster events. To set this port, include the port_ce configuration parameter in your configuration file, on the cluster_node line that defines your primary node. For example:

    [cluster_node] id=node_front addr= screen=screen_front viewport=vp_front port_ce=42003 master=true
  • nDisplay Launcher and nDisplay listener ports - The nDisplay Launcher and nDisplay Listener both need to be configured to use the same communication port. You can specify this on the command line when you start up these applications.
    When you start the nDisplay Launcher, use the listener_port argument. For example:

    nDisplayLauncher.exe listener_port=15003

    In addition, you'll have to start the nDisplayListener application on each host yourself, with the port argument. For example:

    nDisplayListener.exe port=15003
Select Skin
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback