Browse through the questions and answers listed below or filter and sort to narrow down your results.
GameLift - Custom server executable can't seem to access a .dll in the game folder
Hello, Here is my setup: * Using GameLift to host custom server for my game * Server is a headless Unity app * Server (and, therefore, client) uses Photon Fusion for simulation * I've integrated the SDKs, and everything works when testing with GameLift Local My problem: When I create a build and deploy it on a GL fleet, the server app fails to start the Fusion server with the following error: EntryPointNotFoundException: nanosockets_address_set_ip Of course, I've asked Photon for support first. They said that this error means that either the nanosocket .dlls are missing from my build or the executable can't access them. Since both .dlls are present in the correct locations, it seems like the app just can't access them. The weird part is that they're both inside the C:\Game folder (2 or 3 levels down in subfolders, but still). From what I've read in the AWS docs, the app should be sandboxed but have access to its own folder (C:\Game). Does anyone have an idea why my app wouldn't be able to access the Fusion .dlls? My team has been stuck on this issue for days, so any help or pointers would be appreciated. Thanks in advance!
[Announcement] AWS announces support for Android, iOS, and MacOS games with AWS GameKit for Unreal Engine
AWS GameKit is now extended to support Android, iOS, and MacOS games developed with Unreal Engine. AWS GameKit, [launched on March 23, 2022](https://aws.amazon.com/about-aws/whats-new/2022/03/aws-gamekit-unreal-engine/), gives game developers a powerful tool set to quickly and easily build AWS powered game features directly from the Unreal Editor. With today's update, the AWS GameKit plugin for Unreal Engine now supports developers who are building games for Win 64, Android, iOS, and MacOS. Game developers can use the AWS GameKit plugin for Unreal Engine to integrate the following cloud-based game features: Identity and Authentication, Achievements, Game State Cloud Saving, and User Gameplay Data. With this release, these features can now be configured and packaged into games that run on mobile devices and PC. AWS GameKit includes complete solution for each game feature and an architecture design based on the [AWS Well-Architected Framework](https://aws.amazon.com/architecture/well-architected/?wa-lens-whitepapers.sort-by=item.additionalFields.sortDate&wa-lens-whitepapers.sort-order=desc). Each feature comes with an AWS CloudFormation template for the backend architecture, plugin controls to manage the backend from the Unreal Editor, and sample C++ code and Blueprint assets to help you integrate the feature into your game. AWS CloudFormation templates provision all of the AWS resources needed to power each game feature and can be set up with just a few clicks and no prior experience with AWS tools and services. After the game backend is configured, simply add cloud-based feature functionality to the game client by calling the AWS GameKit API. AWS GameKit is a powerful tool set for game developers who want to self-manage a game's cloud resources. Each feature is fully customizable and runs in the developer's AWS account. Get started fast with the core AWS GameKit solutions, and customize and extend build to meet the needs of your game. AWS GameKit provides access to the source code to give visibility into each game feature and the ability to customize. With AWS GameKit, you can deploy backend services for your game to any of 17 AWS Regions, depending on resource availability for each of the game features. These AWS Regions include: US East (Ohio, N. Virginia), US West (Oregon, N. California), Canada (Central), South America (Sao Paulo), EU (Ireland, London, Paris, Frankfurt), Europe (Stockholm), Asia Pacific (Tokyo, Seoul, Mumbai, Singapore, Sydney), Middle East (Bahrain). Learn more and download AWS GameKit from the [AWS GameKit website](http://aws.amazon.com/gamekit) or our [GitHub Repository](https://github.com/aws/aws-gamekit-unreal/releases). Visit [AWS re:post](https://repost.aws/tags/TAtbJBs1j4Q76nb-HQavme0w/aws-game-kit) to reach out to us with any questions or share tips with other AWS GameKit users. Help us iterate and expand our game feature sets by sharing feedback and feature requests. If you are interested in joining the AWS GameKit interest list to receive latest news and updates, please [fill out this form](https://pages.awscloud.com/2022AWSGameKitInterestList_01-LandingPage.html) to stay up to date on announcements.
Failed to creat a fleet of GameLift
Hi, --- When I attempted to create my first fleet, I got this error: "Error! Cannot create the fleet. Reason: Current limit of fleets of 0 have been reached.." I tried several ways to solve it, but failed: Change regions or reload builds doesn't work. Change Quotas of fleet doesn't work. --- Anyone can help?
Windows 11: Failed to generate project files
Originally asked on Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/product/aws-gamekit/questions Failed to generate project files for win11 //This could be due to another instance of UnrealBuildTool running in the background. Do I need a different source version C++?
Can’t create fleet "Current limit of fleets of 0 have been reached…"
hi. I tried to make freet, “Current limit of fleets of 0 have been reached…” I keep getting an error message. Currently, the number of fleets generated is zero. In the past, there was no problem with generating fleets several times. Is there a if process required to delete it? It's been more than 3 days since the problem lasted. Can you solve this problem on your own? thanks
Where to get started as a C/C++/C# developer?
Hello everyone, I've been a software and game developer for well over a decade, and I feel very at home with C, C++ and C#/.NET. I've done a lot of programming with DirectX SDKs and Unity, as well as desktop and mobile development. However, I don't really know much at all about the web and networking. But now I'm becoming very interested in what kinds of things I can do with AWS in game development, as well as with blockchain, AI/ML and cloud computing power. There seems to be more AWS services and packages than I can count though, and I'm really not sure which ones I should be pursuing and trying to learn more about and which ones are irrelevant to me and my job. The list of services, SDKs and packages is as impressive and inspiring as it is overwhelming and confusing! I'd like to be able to deploy some .NET applications to AWS to provide remote APIs for games and applications. To start with and get the hang of it, I just want to make a little minigame that lives on a server that a Unity or Unreal game can interact with through http requests. And I'll incrementally add some features to it as I start to get the hang of it. I'd also like to do some experimentation with blockchain software and services and see what kinds of interesting things can be accomplished with it. And beyond that, I'd eventually like to get into using AI/ML to accomplish goals in games and apps, harness cloud-based CPU/GPU processing power for heavy-lifting and even setup some real-time multiplayer game servers. I just don't know what tools/services/packages I need to dive into and start figuring out. I've found [the Visual Studio 2022 AWS package here](https://marketplace.visualstudio.com/items?itemName=AmazonWebServices.AWSToolkitforVisualStudio2022&ssr=false#overview), as well as [this AWS GitHub page](https://github.com/aws/dotnet) for .NET. I've also heard about Lambda. I really have no idea which ones are relevant to me or where I should start with this. To begin with, I want to run a .NET application on a server that applications can query and interact with and have it store and supply data for them, offer some remote APIs and requests, etc. I'd also potentially be interested in running some native C/C++ modules on servers. Can someone point me in the right direction and tell me what I need to set up and dive into first? I'm doing this in my free time when I'm not working on projects for work, so my time is very limited and researching and learning the wrong things would be a big setback for me. Any help or guidance is greatly appreciated!
NiceDCV/AppStream with multiple viewers
Hey everyone, I've got a customer who does interactive art installations, using mostly gaming engines (Unreal and Unity primarily). They have an ask for mutliple viewers to a NiceDCV stream, on the order of 3-5 viewers, not hundreds/thousands. I can't see an obvious way to have multiple clients attach with NiceDCV. IVS is <3 seconds latency, but this will be too slow for them to be able to use it. They currently use gamelift for server-side state for several workloads and would otherwise have multiple instances (on-prem/appstream/ec2+niceDCV) staying in sync via a gamelift server. But in this case avatar control is out-of-band and they have a single shared viewport across multiple sites instead, so it would be a waste of resources and we'd love to be able to avoid that.