From 0beaf68d7d3ff1af2dd3f2f6d432cbaedd57f81b Mon Sep 17 00:00:00 2001 From: Norman Lansing Date: Sun, 1 Mar 2026 15:04:08 -0500 Subject: [PATCH] Lesson 38 - Anywhere Fleets and EC2 Fleets set up --- Source/FPSTemplate/Private/Game/ShooterGameMode.cpp | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp b/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp index a56d03dd..e7267cd2 100644 --- a/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp +++ b/Source/FPSTemplate/Private/Game/ShooterGameMode.cpp @@ -276,16 +276,20 @@ void AShooterGameMode::InitGameLift() UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server...")); - if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return; BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule); - InitiateProcessReady(ProcessParameters, GameLiftSdkModule); } else { // Using EC2 UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet")); - //TODO: Implement EC2 later. - UE_LOG(LogShooterGameMode, Log, TEXT("Not Implemented")); + + // EC2: Bind Callbacks (populates logParameters automatically) + BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule); + + // EC2: Empty ServerParameters = GameLift agent provies all config + UE_LOG(LogShooterGameMode, Log, TEXT("Initializing EC2 GameLift Server...")); } + if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return; + InitiateProcessReady(ProcessParameters, GameLiftSdkModule); #endif }