Hello, I am currently trying to debug an issue I’m having with accepting player sessions. Currently, I have a fleet and game instance set up and whenever players are joining, their sessions go from the reserved to timed out state. So I’m trying to add debug statements like so in my Unreal C++ code,
void AFortniteCloneGameMode::PreLogin(const FString& Options, const FString& Address, const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage) { #if WITH_GAMELIFT
FString PlayerSessionId = UniqueId.ToString();
FGameLiftServerSDKModule* gameLiftSdkModule = &FModuleManager::LoadModuleChecked<FGameLiftServerSDKModule>(FName("GameLiftServerSDK")); FGameLiftGenericOutcome outcome = gameLiftSdkModule->AcceptPlayerSession(*PlayerSessionId); UE_LOG(LogMyServer, Log, TEXT("AMyProjectGameMode::PreLogin: Client connecting with attempting to connect with GameLift PlayerSessionId: %s"), *PlayerSessionId); if (!outcome.IsSuccess())
{
ErrorMessage = outcome.GetError().m_errorMessage;
UE_LOG(LogMyServer, Log, TEXT("AMyProjectGameMode::PreLogin: Client connecting with invalid GameLift PlayerSessionId: %s, Error: %s"), *PlayerSessionId, *ErrorMessage); } #endif
}
However, the Download Log button in my game instance is still disabled. Any help would be appreciated!