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The "Comparing Amazon Linux 2 and Amazon Linux 2022" page at https://docs.aws.amazon.com/linux/al2022/ug/compare-al2-to-AL2022.html says:
> Amazon Linux 2022 optimizes boot time to reduce the time...
So we have a game that we are soon going to roll out for beta testing and would like to know how to enable the autoscaling feature? Right now, Under scaling section for the fleet in Frankfurt region,...
So, I have a few server sessions that got crashed and would like to know how to save logs in Gamelift. Right now, when I downloaded the logs for the sessions that crashed, the readme file inside zip...
Hello, I would like to know if AWS provides any services for the creation of digital images by an AI. Thank you very much
I would like to know the Gamelift server SDK function that can be used to terminate a session if all the players in the game exits or say the game has been finished. Right now, I have a session that I...
I am uable to connect to the server on my UE5 client. I receive the Ip address from GameLift and I try to travel my client to the IP address using OpenLevel. Buiy I am getting some logs mentioning...
So I uploaded a build which I have tested on the lcoal gamelift sdk and was able to create sessions using the terminal command. However, When I uploaded the build and created a fleet, i am unable to...
I try to do real-time game by AWS Gamelift. I don't know how to connect to AWS RDS with lambda when the game initialize to get the data of AWS RDS and save the client's data when one player sends...
I am trying to build the AWS C++ SDK to use with the Unreal game engine. I have been using it for a while, however after recently updating my Unreal plugin with the latest SDK components, I ran into...
Hello,
We have a Battle Royale game supporting 10 teams of 3 players each for a total of 30 players per match.
We want to be able to start matches with less than 10 teams if they have been waiting...
We are currently setting up some authentication systems for our UE4 game servers so that we are sure they are the only devices/users that are capable of accessing our internal API / LAMDBA...
What is the best practice for securing and separating a UE4 server's ability—hosted via Gamelift—to update databases and perform other tasks that ***only*** the server should see and have access...