So far, while trying to follow the documentation on how to get Gamelift into my project, it’s been a chore. Signing up for git repositories… installing huge files, huge amounts of my hard drive space… 240gb… not to mention hours of ‘building’ the git projects only to have it fail and not start up
Is there no turn key solution to hosting that works well with UE5.4? In Unity they have Photon (looks like there’s a photon package on the marketplace for UE too)… is there a solution that just works? I’m sorta jumping to the end first, with this project, but I don’t want to spend months building out a project on this platform only to find I can’t make it work when it comes to hosting and multiplayer.
Well, I’ve found a good tutorial series that goes through building out and hosting the server side of the game on AWS… this looks like the route I’ll be taking, for now. In case anyone else in the future is doing the same, here’s the series I’ve been following that’s seemed to work well:
Hey, I’m also looking into using gamelift to make a ue5.4 projects, but as I understand the aws plugin doesn’t support ue5.4 version at the moment. Have you encountered any problems regarding the version?
Hey @Aboliac, yeah the manual GameLift setup for UE5 is still brutal even now - I feel your pain on the huge downloads, build failures, and no real turn-key option.
That’s why I made Ludus, an open-source CLI that automates the entire pipeline in one command: ludus run.
It handles engine source build (with the minimal patches most people need anyway), cooks/packages the dedicated server, builds the Docker container, pushes to ECR, and deploys the GameLift fleet. Works great with Lyra out of the box, supports custom projects, local testing via GameLift Anywhere, and Graviton ARM64 for lower costs.
Install super easy: npm install -g ludus-cli
It’s fully MIT licensed, doesn’t bundle or redistribute any UE5 code - you just need your own Epic source access like normal (README has full details on that).