Description
GameLiftSample is sample project for Amazon GameLift(https://aws.amazon.com/gamelift/). It includes not only GameLift Client and Server SDK but also a manual for how to build and upload dedicated server on GameLift. It has widgets for server browsing of GameLift as well. https://ue4plugin.wordpress.com/2017…azon-gamelift/
I have just one question about one of the last parts of the tutorial (adding Amazon Gamelift Code) , I see that you have to create a GameMode where you put the next code
// “GameLiftFPS” is a sample game name, replace with file names from your own game project #include “GameLiftFPS.h” #include “Engine.h” #include “EngineGlobals.h” #include “GameLiftFPSGameMode.h” #include “GameLiftFPSHUD.h” #include “GameLiftFPSCharacter.h” #include “GameLiftServerSDK.h” AGameLiftFPSGameMode::AGameLiftFPSGameMode() : Super() { //Let’s run this code only if GAMELIFT is enabled. Only with Server targets! #if WITH_GAMELIFT … I create a c++ Game Mode Base script , but it has other format (photo in Attachments) So I am not sure if I missing something or if is other scritp that I have must use.
Hey, just bought this and was testing locally using GameLiftLocal and it crashes when you click on the session to join. More specifically, it crashes on CreatePlayerSession. Any ideas as to why this is happening? I am using UE4.18.2.
Hey, ya, test endpoint is localhost:8080, I set IsLocalTest to true. I am not getting a stack trace, it just says that the Unreal process has stopped working. I have narrowed it down to the line GLClient->CreatePlayerSession(req). And inside of that, the crash occurs. I don’t know what could be going wrong.
The photo attached shows the GameLiftLocal client log and it seems like the player session is being created, but then when it comes back to Unreal it crashes. Any ideas?
Also, CreateGameSession works perfectly fine.
Process to Replicate:
Package Game as WindowsServer.
Run the GameLiftLocal.jar from command line.
Run the WindowsServer.
Run the Game Client (with configs: TestEndpoint(localhost:8080) and IsLocalTest(true)), click create session, then click on the session to join.
It needs GameMode and MapName properties to travel. Maxplayers will be Max count which is gamelift player session count.
You can add more gameproperies and retrieve them by OnStartGameSession delegate.
Dedicated server settings for autoscale
GameLift is checking health in every 60 seconds. Dedicated server shut down itself if it doesn’t get health check for MaxHealthCheckTime. Default value is 180 seconds.
Dedicated server shut down itself if it has no player for MaxEmptyServerTime.Default value is 180 sec.