GameLift for Unreal Engine. Error on launching server: "Plug-in will not be functional."

I followed the tutorial [here][1]. And got till the last step.

However, when I open the ‘[MyGame]Server.exe -log’, I get the following error:

200462-4777-failed-to-load-aws-cpp-sdk-server-library.png

“Failed to load aws-cpp-sdk-gamelift-server library. Plug-in will not be functional.”

My logs look like this:

LogInit: Build: ++UE4+Release-4.15-CL-0
LogInit: Engine Version: 4.15.0-0+++UE4+Release-4.15
LogInit: Compatible Engine Version: 4.15.0-0+++UE4+Release-4.15
LogInit: Net CL: 0
LogDevObjectVersion: Number of dev versions registered: 14
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogInit: Compiled (64-bit): Jun  4 2017 17:36:30
LogInit: Compiled with Visual C++: 19.00.23506.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.15
LogInit: Command line: -log
LogInit: Base directory: H:/hoverloop_build/WindowsNoEditor/Hoverloop/Binaries/Win64/
LogInit: Installed Engine Build: 0
LogInit: Presizing for max 2097152 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogStreaming:Display: Async Loading initialized: New Async IO: false, Event Driven Loader: false, Async Loading Thread: false
LogInit: Object subsystem initialized
[2017.06.05-15.25.21:477][  0]LogInit: Selected Device Profile: [WindowsServer]
[2017.06.05-15.25.21:477][  0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsServer]
[2017.06.05-15.25.21:482][  0]LogInit: Computer: DESKTOP-N047SQL
[2017.06.05-15.25.21:483][  0]LogInit: User: emill
[2017.06.05-15.25.21:484][  0]LogInit: CPU Page size=65536, Cores=4
[2017.06.05-15.25.21:484][  0]LogInit: High frequency timer resolution =3.421878 MHz
[2017.06.05-15.25.21:485][  0]LogMemory: Memory total: Physical=16.0GB (16GB approx)
[2017.06.05-15.25.21:485][  0]LogMemory: Platform Memory Stats for WindowsServer
[2017.06.05-15.25.21:485][  0]LogMemory: Process Physical Memory: 88.04 MB used, 88.04 MB peak
[2017.06.05-15.25.21:487][  0]LogMemory: Process Virtual Memory: 102.22 MB used, 102.22 MB peak
[2017.06.05-15.25.21:487][  0]LogMemory: Physical Memory: 6241.14 MB used,  10096.60 MB free, 16337.74 MB total
[2017.06.05-15.25.21:487][  0]LogMemory: Virtual Memory: 324.43 MB used,  10096.60 MB free, 134217728.00 MB total
[2017.06.05-15.25.21:537][  0]LogTextLocalizationManager: No translations for ('nl-BE') exist, falling back to 'en' for localization and internationalization data.
[2017.06.05-15.25.21:660][  0]LogAssetRegistry: FAssetRegistry took 0.0156 seconds to start up
[2017.06.05-15.25.21:663][  0]LogPackageLocalizationCache: Processed 4 localized package path(s) for 1 prioritized culture(s) in 0.002067 seconds
[2017.06.05-15.25.21:692][  0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
[2017.06.05-15.25.21:693][  0]LogInit: Selected Device Profile: [WindowsServer]
[2017.06.05-15.25.21:700][  0]LogNetVersion: GetLocalNetworkVersion: CL: 0, ProjectName: hoverloop, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 2127814106
[2017.06.05-15.25.21:709][  0]LogUObjectArray: 32472 objects as part of root set at end of initial load.
[2017.06.05-15.25.21:709][  0]LogUObjectAllocator: 6460832 out of 0 bytes used by permanent object pool.
[2017.06.05-15.25.21:710][  0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2017.06.05-15.25.21:710][  0]LogModuleManager:Warning: ModuleManager: Module 'XAudio2' not found - its StaticallyLinkedModuleInitializers function is null.

Is this expected? Any ideas how to solve this?
The .lib and .dll files are under: Plugins\GameLiftServerSDK\ThirdParty\GameLiftServerSDK\Win64’

Have you fixed this problem?

Currently, I have same issue and don’t know how to fix it…

I have put the GameLift C++ logic into
void YourCustomC++GameMode::StartPlay()
{
HERE
}

instead of

void YourCustomC++GameMode::BeginPlay()
{
HERE
}

Seems to work!

I am having this same problem but putting the logic in start play or begin play doesn’t seem to solve anything. Are there any other solutions to this?

Was anyone able to fix this problem?

If you linked AWS SDK to OpenSSL (It should be the case), you need to copy the libcrypto-3-x64.dll and libssl-3-x64.dll (on Windows) to your game binary folder “WindowsServer\YOURGAME\Binaries\Win64”.

3 Likes

Please take a look at the README.md provided with the SDK. If you are getting the following error, this might fix it.
In short, you will have to copy the .dll files from the OpenSSL installation you used to compile the GameLift SDK.

LogWindows: Failed to load ‘../GameLiftServerSDK/ThirdParty/GameLiftServerSDK/Win64/aws-cpp-sdk-gamelift-server.dll’ (GetLastError=0)
LogWindows: Missing import: libssl-3-x64.dll
LogWindows: Missing import: libcrypto-3-x64.dll