I made a question earlier, but perhaps it was on the wrong forum or something:
After investigating, it seems my actual question is - how do I debug what’s causing Linux fleets to fail to activate at higher process counts?
We’re able to get at least 30 processes of the server running on Windows, but any higher than 10 on Linux and the fleet will get stuck in Activating for a while (then error), presumably because something went wrong starting the server processes.
I was able to SSH into one of the errorred instances but there didn’t seem to be any game logs, so perhaps something went wrong very early in the servers starting up?
It’d be great if we’re able to fit more than 10 processes per machine on Linux, since the 2x cost savings are outweighed by 1/3 efficiency.
I can imagine that UE4 might well be less optimised on Linux, so fewer processes can fit in memory, but would be great to know what the problem is specifically