Questions tagged with Amazon GameLift
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Hey I've been trying to build GameLift 5.0 for Unreal Engine 5, using engine specific libssl libs. For Windows it fails at: ``` >libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertOpenStore referenced in function capi_open_store [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertCloseStore referenced in function capi_find_key [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertEnumCertificatesInStore referenced in function capi_find_cert [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertFindCertificateInStore referenced in function capi_find_cert [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertDuplicateCertificateContext referenced in function capi_load_ssl_client_cert [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertFreeCertificateContext referenced in function capi_dsa_free [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] 4>libcrypto.lib(e_capi.obj) : error LNK2019: unresolved external symbol __imp_CertGetCertificateContextProperty referenced in function capi_cert_get_fname [G:\SurvivalGame\ArcGame\Plugins\AwsSDK\Source\GameLift\build\gamelift-server-sdk\aws-cpp-sdk-gamelift-server.vcxproj] ``` When trying to just make normal build, it cannot find SSL libs. When trying to crosscompile for linux using helper automation tool from unreal BuildCMakeLib, but at the start it complains it cannot find git..
Hello GameLift Devs, Today, the Amazon GameLift team is excited to announce the launch of the updated Amazon GameLift console experience to help you more intuitively and efficiently manage and scale your game servers. Amazon GameLift customers asked us to streamline navigation, provide more monitoring and information about their game serves and instances, and add more helpful resources without having to leave the Amazon GameLift console. With this new release, you can now more easily manage various Amazon GameLift features such as creating builds, scripts, fleets, and FlexMatch rules using the redesigned left-hand navigation. The updated console includes over 80 new info panels, new pages to view information about your game server groups and instance pricing history, a completely new sample game, and a sample FlexMatch rule set to help you better configure and deploy your Amazon GameLift resources. With the extended Amazon CloudWatch integration, you can create your own dashboards and custom views such as instance performance, utilization/capacity, and player sessions. In summary, the updated console experience gives you more visibility, flexibility, and speed when it comes to managing and scaling your game servers on Amazon GameLift. To learn more about the updated Amazon GameLift console, see the following resources: * [What’s new post](https://aws.amazon.com/about-aws/whats-new/2023/03/updated-console-amazon-gamelift/) * [Release notes](https://docs.aws.amazon.com/gamelift/latest/developerguide/release-notes.html#release-notes-03142023) Sachin Gupta, Amazon GameLift PM
I was able to successfully start my game via Gamelift using the compute type "Managed EC2" and the corresponding build upload from my game (Windows 2012 R2). Now I have tried it with Compute type "Anywhere" and followed this step by step guide: https://latam-es-resources.awscloud.com/aws-news-blog/introducing-amazon-gamelift-anywhere-run-your-game-servers-on-your-own-infrastructure When I start my game server here on my hardware (laptop), the startup hangs when executing "Init SDK" and does not continue. Btw: If I run GameLiftLocal on the laptop and then start the game server, the game server starts without problems. I do not understand what is missing here. Do I need to install anything else on the target hardware (laptop) for "Anywhere Fleet" or create any prerequisites? I use a Windows 10 Pro laptop for "Anywhere Fleet".
I manually turned on my Gamelift fleet on in order to test it out but now I want it to be inactive. In the past, I've typically just manually set the instance counts to 0 and the fleet would become inactive after about 10 minutes. For whatever reason, this is no longer the case. Does anyone know how I can do this without deleting my fleet? Again, I've already managed this in the past but it stopped working yesterday.
How do I specify a launch path to be used for a specific game session on Gamelift when using multiple launch paths or launch parameters?
Hi, when I'm hosting a Gamelift Game Session it defaults to the first launch path and launch parameter I've set while creating a fleet. How can a game session be specified to link to a specific launch path that's running inside the fleet? Can the property Game properties for the game session be used for this and if so, how should it be formatted? Best regards, Alex
Greetings. I have been following the official [GameLift & Unreal](https://www.youtube.com/playlist?list=PLuGWzrvNze7LEn4db8h3Jl325-asqqgP2) tutorial and have been able to get it working in UE 5.1. I'd like to know what steps should I do to run multiple game servers in a single EC2 instance. The tutorial above only shows how to run a single game server. We are planning to have one dedicated server for each game session in our project. There was a related question [here](https://repost.aws/questions/QUpqASdgt7RtOc8hmWKl_R0w/unreal-engine-multiple-dedicated-server-instances), but our project does not use Steam.
We currently hosting our UE5.0 game dedicated server on GameLift with the SDK version of 3.3.3. We're able to create game session successfully and is now live. Now we're updating our game to use UE5.1, however when we upload our dedicated server build to GameLift, we either able to get 1-2 game session instantly terminated (40-60s) or a lot of `SERVER_PROCESS_TERMINATED_UNHEALTHY` event code on our Fleet. According to the [documentation](https://docs.aws.amazon.com/gamelift/latest/apireference/API_Event.html), we need to check the game session logs. However there's no way for us to access the logs. We've followed [this](https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-engines-setup-unreal.html) to see whether the logs can be downloaded from the dashboard with no success. We have tested locally via Unreal Engine Editor as Client with simulated server without issues. Appreciate your assistance on this.
![Cmake comment found in the SDK](/media/postImages/original/IMAUuOZ7b5SEu0P79LZh1RvQ) They create 267 Errors and fail the build. The only workaround being just excluding the tests all together.
FlexMatch sends various notifications described [here](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html). I have a service getting these messages via SQS polling. The event payloads in the messages are serialized to JSON. Are there models defined for these events in the Java AWS SDK 2.0? I sure cannot find them. Are you supposed to roll your own models to deserialize and work with these events?
Hi, I am developing a game and is curious to know how I can restrict the CRUD api requests to be originating from my Gamelift servers only. In other words, how can I restrict the IP addresses that can use the api endpoints that trigger lambda be from a particular IP range that AWS has? Any idea would be highly appreciated.
Hello everyone! Currently I am working on a multiplayer game, while testing online matches using c5.xlarge fleets, I’ve found out that at least in the us-east-1 region the maximum number of instances is 15 for that instance type in that specific region, we know that AWS allow us to request a quota increase for it. Example case: Assuming we have 2 active fleets, what happens if both fleets are full and there are players wanting to join a game session, we use Flexmatch matchmaking and we know that a matchmaking ticket can wait until a game session is available for a player, but how could we create new fleets based on player demand so there will be always a game session available?. My questions are: 1. Is there a way to automatically create additional fleets when needed based on some metrics? 2. Does GameLift have an auto scaler for fleets or could we use a similar AWS service for that purpose, like creating new fleets when needed? 3. Or are there any recommendations in a way to solve this requirement? Thank you everyone for your help beforehand.
When reserved instances are purchased from EC2 > Reserved Instances, then I would guess that gamelift fleets can not use these instances? Is there a way to reserve instances to be used for gamelift fleets? My gamelift fleet has predictable usage and I would like to reserve instances for next 12 months and save costs. Thanks!