Hello everyone.
Well, my problem is quite straightforward: my GameClient.exe is unable to connect to the IP and port provided by GameLift. Can’t identify the issue because the logs complain about nothing.
Notes:
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My fleet is ACTIVE.
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I’ve tried with and without an ACTIVE GameSession–same result for both cases.
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The :7777 UDP port is open (according to the Dashboard and netstat -a).
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When remotely accessing the fleet’s correspondent instance, the Task Manager has a process of my GameServer.exe running.
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My GameClient.exe successfully connects to my GameServer.exe locally when running it against GameLiftLocal.
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The GameServer.exe instance on the fleet is listening against the correct port. In this case, 7777.
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My man-in-the-middle is GameSparks.
After my several failing attempts, I read this entire document, and I could successfully achieve everything until (and including) CreatePlayerSession. However, in the very last part (Connect to a game session.), you mention the following:
In order to claim the reserved player slot, the connection request must reference the player session ID.
My question is: how do I reference the player session ID in the connection request? And what exactly do you mean by “connection request”?
I am using Unreal Engine 4.18.3 and attempting to connect using the Open Level node. Should I pass a ?playerSessionID= option, referencing the PlayerSessionID as its value? Is that it?
If needed, our fleet ID is fleet-acf1a947-e537-4f2d-8004-31d2e6aeba59.
Sorry for spamming all these questions the last days. We’re on a tight deadline and this forum is being our last resort on getting things clarified.
Best regards,
Guilherme.