Lesson 38 - Anywhere Fleets and EC2 Fleets set up

This commit is contained in:
Norman Lansing
2026-03-01 15:04:08 -05:00
parent 36050d4ea1
commit 0beaf68d7d

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@@ -276,16 +276,20 @@ void AShooterGameMode::InitGameLift()
UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server...")); UE_LOG(LogShooterGameMode, Log, TEXT("Initializing the GameLift Server..."));
if (InitiateConnectionWithGameLiftAgent(ServerParameters, GameLiftSdkModule)) return;
BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule); BindGameLiftCallbackFunctions(ProcessParameters, GameLiftSdkModule);
InitiateProcessReady(ProcessParameters, GameLiftSdkModule);
} }
else else
{ {
// Using EC2 // Using EC2
UE_LOG(LogShooterGameMode, Log, TEXT("Using Gamelift EC2 Managed Fleet")); 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 #endif
} }