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GameLift and UE4, how do ya do it???

So I'm trying to implement Amazon GameLift into my UE4 project, I'm using the client API plugin made by Yetti Studio's (found here: https://github.com/YetiTech-Studios/UE4GameLiftClientSDK ) and the official GameLift server api found on the UE4 marketplace. I've been looking around and I'm still not sure how exactly GameLift passes UE4's session data across a network. Does anyone have insight into this?

Also the way we currently have our dedicated server set up is that when you run the server executable it creates a game session, then the client searches for any open server session and joins one if found. But most of the examples I've been seeing for Gamelift is that the client has to create a game session to 'activate' a server. Can someone explain whats happening here and if I'm able to bend Gamelift to what is already set up in my project?

I've created a custom OSS and I basically want to replace the session interface with a GameLift session interface. I would like to do this purely in my custom OSS, so I don't have to add custom GameLift code to my GameSession/GameInstance classes. If you have any tips on this please let me know!

I know this is a lot, but any info that you can give will help!

Thanks, Londo

Product Version: UE 4.21
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asked Feb 08 '19 at 01:03 AM in C++ Programming

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avatar image LDOGLONDON Feb 08 '19 at 02:22 AM

Also I'm wondering if GameLift runs concurrently with UE4's Online Subsystems or totally subverts them. I would imagine it has to talk to them in some way, but I'm not seeing that anywhere. Please HELP!!!!

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