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error "Server process exited without calling ProcessEnding" shows up even I confirmed process ending is called in auxproxy.log with UE5.0.1 release
from [this image](https://drive.google.com/file/d/1bdWuDc0BITyey8AZKKidYbgjHQsudlhT/view?usp=sharing), we can see that the game session, 53E1A6ED-EB5B-418A-89E8-D773682B70AB in the fleet fleet-76e80f57-a589-444f-ba49-664672c2f9e6 didn't call process ending before terminate the process. But when I check the logs in auxproxy.log in /local/whitewater/Logs/, [here](https://drive.google.com/file/d/1FNdQBaqWtTGv75phG0z6cXsocyA4MgX4/view?usp=sharing), we can see the game session 53E1A6ED-EB5B-418A-89E8-D773682B70AB is the process fb528fcf-ac19-45d0-9750-a28bebf4da11 in the fleet instance. But from [here](https://drive.google.com/file/d/1tBr5YfWx26eGc8I-2jbPs3GXwRqrQZx2/view?usp=sharing), we do see the it has received the process ending message for process fb528fcf-ac19-45d0-9750-a28bebf4da11. And the process is closed hundreds milliseconds after "Marking process fb528fcf-ac19-45d0-9750-a28bebf4da11 as unavailable for game sessions" log is printed.
it only happens on UE5.0.1 release. Can you tell me how it determine the process closed without calling process ending? is there any other condition except process ending is called or not?
thanks.
Accepted AnswerAmazon GameLift
1
answers
0
votes
4
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asked a month ago
1
answers
2
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14
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asked 2 months ago
No available process when using GameLiftLocal
Hello!
I've started getting this error when calling aws gamelift create-game-session for GameLiftLocal
`"ERROR || - [GameLiftHttpHandler] Thread-36 - No available process."`
This is the full command I'm using. Previously this hasn't given me any issues:
`aws gamelift create-game-session --endpoint-url http://localhost:9080 --maximum-player-session 8 --fleet-id fleet123`
Any ideas why this would suddenly give me issues? Have tried restarting my PC multiple times.
Accepted AnswerAmazon GameLift
1
answers
0
votes
8
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asked 2 months ago
UE4+Gamelift client connection fails
Hello!) I have an issue with client/server connection. I created a game session, reserved a player session, got the URL for a client. But when the UE4 client calls ClientTravel("ip+port+?+PlayerSessionId=...), the server's game mode doesn't fire either Login() or PreLogin() functions. Because of that, I can't get a PlayerSessionId from the "Options" argument and validate the PlayerSesssion on the server and Gamelift closes it after 1 minute. When I run a server locally without Gamelift, "Login()" fires as expected. Gamelift health check works great in the server's game mode as well. Please help!
Accepted AnswerAmazon GameLift
1
answers
0
votes
8
views
asked 5 months ago