InitSDK timeout using GameLift SDK 5 + UE 5.1

0
Hello.

I have a project made in Unreal Engine 5.1.1 using the GameLiftSDK 5.0.0 and I'm facing a timeout problem during the call of InitSDK(serverParameters) function.

According to the documentation, the serverParameters values should be set to null when using an EC2 managed in order to get this values directly from the environment. During my local tests, I've observed that this timeout usually happens when some of the server parameter values are not correct.

There's a way to get more detailed logs about what is happening or, at least, check if the server parameter values are being set correctly?

PS. I can't look for the GameSession logs since the fleet activation fails before the creation of any game session.

I'm posting below a code block where I am setting the server parameter values to nullptr:

FServerParameters serverParameters;
serverParameters.m_authToken = nullptr;
serverParameters.m_fleetId = nullptr;
serverParameters.m_hostId = nullptr;
serverParameters.m_processId = nullptr;
serverParameters.m_webSocketUrl = nullptr;
gameLiftSdkModule->InitSDK(serverParameters);
  • I have same problem. I use same thing for server parameters. The fleet always tell "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT - The server process did not call InitSDK() within the time expected. Check your game session log to see why InitSDK() was not called in time". Then the fleet is not activated. I'm get some confused difference between what AWS SDK 5.x document says and actually SDK source for FProcessParameters. The api has new OnRefreshConnection callback rather than old 3.x . The document describe OnRefreshConnection with Required 'Yes' but I can't see that in the latest c++ SDK source. Is there no problem?

2 Risposte
0

Hey Andre,

[Is there] a way to get more detailed logs about what is happening or, at least, check if the server parameter values are being set correctly?

PS. I can't look for the GameSession logs since the fleet activation fails before the creation of any game session.

You can follow this link to Remotely access Amazon GameLift fleet instances to access all logs directly from the host.

Additionally, you can follow this blog post on Unreal Engine 5 dedicated server development with Amazon GameLift Anywhere for insight into using GameLift Anywhere to test your builds on your local machine and rapidly resolve issues before deploying to a Managed EC2 fleet.

Regards,

AWS
con risposta 10 mesi fa
0

In my case, I solved it as follows.

After the unreal server build, upload the build by including "libcrypto-3-x64.dll", "libssl-3-x64.dll" in the "GameLift_UE5\Binaries\Win64" folder to activate the fleet normally. The file exists in the folder that was installed when openssl was installed.

con risposta 10 mesi fa

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