We are using FlexMatch and Gamelift to match players to our Unreal Engine game servers.
Players are matched successfully, put into matches, connect to the server, and their playerSessionIds are successfully accepted in the GameMode of our Unreal servers.
The issue we are having is that when the clients are successfully connected to the game session they can see the map and the moving ais spawned by the server but the clients cannot move or interact with the game server at all.
I even create a simple RPC that, with a key press on the client, calls the server to execute a multicast RPC and log a string to the all clients and server. This is a common event sequence in Unreal and works fine in editor using the “Run Dedicated Server” option.
However when tested with the matched gamelift server the client is unable to call the event on the server.
I’ve been though the client and server logs and there does not seem to be anything obvious causing this issue.
Any ideas on what might be the problem would be appreciated.