So I have a dedicated server that I’m trying to upload and use via the GameLift Online Console. But on the fleet ‘event board’ I’ve been getting timeout errors because my server isn’t reporting back as healthy. Which is odd because when I test with GameLiftLocal everything is fine and it reports back healthy.
So I ran my GameLift dedicated server locally, the same one I packaged, uploaded, and also tested with GameLiftLocal, and found out that the server hangs after calling “gameLiftSdkModule->InitSDK();”. And by hang, I mean the process doesn’t move forward, but its still alive and not using any of the CPU. So I’m guessing that the same thing is happening when I upload my build to GameLift.
I don’t get any build errors and I believe I’ve integrated the GameLiftClientSDK and GameLiftServerSDK correctly. Somthing to note is that I’m trying to do what this guy has done with his UE4 project (https://forums.awsgametech.com/t/downsides-to-using-client-sdk-on-servers/3116/1), where the server calls CreateSession() on itself so that the client just has to search for an open server instead of creating one, then joining. So on start up my server initializes the GameLiftServerSDK then the Client SDK and calls CreateSession(). But as of right now, except on GameLiftLocal, the server is stopping at initializing the GameLiftSDK.
Sorry if this was ramble-y, does anyone know what my problem is?