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GameLiftHost

Run your Unreal Engine dedicated server on Amazon GameLift from Blueprints and C++: process lifecycle, game and player sessions, FlexMatch backfill, health checks and fl…

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Init SDK for managed EC2 / container fleets (environment) and Anywhere fleets…
Process Ready with automatic listen-port detection and log upload (engine log by default)
On Start Game Session: id, name, fleet id, max players, IP, DNS, port, game…
Activate Game Session, Update Player Session Creation Policy, Get Game Session Id, Get…
Accept / Remove Player Session and Validate Player From Options for Game Mode Pre Login
Auto Validate Players for Blueprint-only projects: accept after login, kick invalid…
$45.99$36.79

GameLiftHost is the server side of Amazon GameLift for Unreal Engine. Add it to your project, package a Win64 or Linux dedicated server, and the server reports itself ready, receives game sessions, validates joining players and shuts down cleanly when Amazon GameLift asks it to - on managed EC2 fleets, container fleets and Anywhere fleets.

Turn on Auto Init SDK and Auto Process Ready and there is nothing to wire: as soon as the server world listens, the plugin connects to Amazon GameLift and reports the port the server really listens on, and the engine log file is uploaded when the process ends. Prefer full control? Init SDK, Process Ready, Activate Game Session, Process Ending and Destroy SDK are all Blueprint nodes.

On Start Game Session delivers everything about the match: id, name, fleet, maximum players, IP address, DNS name, port, game properties and FlexMatch matchmaker data. Players are validated with Validate Player From Options from Game Mode Pre Login, or automatically for Blueprint-only projects: the plugin reads the PlayerSessionId from the join URL, accepts it, kicks players without a valid session and frees their slot when they leave.

Start Match Backfill and Stop Match Backfill keep FlexMatch games full, with the results in On Update Game Session. On Health Check is answered instantly with the last Set Health Status value, so a busy game thread never makes a healthy server look dead, and On Process Terminate gives you the termination time to end the match gracefully. Get Fleet Role Credentials returns temporary AWS keys of an IAM role so the server can call other AWS services, and Get Compute Certificate returns the fleet's TLS certificate.

For Anywhere testing on your own PC, pass the WebSocket URL, auth token, fleet id and host id on the command line, or play in the editor with a Play In Editor dedicated server. The plugin compiles in every Win64 and Linux target but loads the SDK only in dedicated servers, so your game client ships with the same project untouched.

GameLiftHost is part of the Alpha XP AWS collection for Unreal Engine 4.27 and 5.8. It includes the Amazon GameLift Server SDK for C++ 5.6.1 prebuilt for Win64 and Linux, ships with styled HTML documentation, and is compiled warning-free against clean UE 4.27 and UE 5.8 projects.

18Blueprint nodes
6Events
13Project settings
2Engine builds

Key features

  • Init SDK for managed EC2 / container fleets (environment) and Anywhere fleets
  • Process Ready with automatic listen-port detection and log upload (engine log by default)
  • On Start Game Session: id, name, fleet id, max players, IP, DNS, port, game
  • Activate Game Session, Update Player Session Creation Policy, Get Game Session Id, Get
  • Accept / Remove Player Session and Validate Player From Options for Game Mode Pre Login
  • Auto Validate Players for Blueprint-only projects: accept after login, kick invalid
  • FlexMatch: Start Match Backfill, Stop Match Backfill, On Update Game Session
  • On Health Check answered instantly from Set Health Status; On Process Terminate with
  • Process Ending with optional engine exit; automatic Process Ending on shutdown
  • Get Fleet Role Credentials and Get Compute Certificate as latent nodes
  • Describe Player Sessions with paging and status filter
  • SDK callbacks delivered on the game thread; slow calls run on background threads
  • C++ API on the subsystem with native callbacks

Blueprint & C++ API

Every call is reachable from more than one place β€” pick the entry point that fits your project:

ClassTypeNodesUse it for
GameLiftHostSubsystemGame Instance subsystem17Amazon GameLift dedicated server integration. One per game instance; the instance that calls Init SDK owns the (process-wide) SDK and receives its events.
Async action nodesLatent Blueprint nodes1Latent node with success / failure output pins.

Callable runs when executed Β· Pure no exec pin, returns a value Β· LatentAsync finishes later and fires its outputs

GameLiftHost 13

NodeTypeAvailable onDescription
CancelAsyncAsyncStops waiting: none of the node's output pins fire any more. The call itself still completes on Amazon GameLift.
Init SDK(Anywhere: Game Lift Host Server Parameters) β†’ Boolean, ErrorCallableSubsystemConnects this server process to Amazon GameLift. On managed EC2 and container fleets leave Anywhere empty: everything comes from the environment.
Process Ready(Port: Integer, Log Paths: Array of String) β†’ Boolean, ErrorCallableSubsystemTells Amazon GameLift that this process can host a game session.
Activate Game Session() β†’ Boolean, ErrorCallableSubsystemReports that the game session is ready for players. Call it after On Start Game Session once the match is prepared.
Get Game Session Id() β†’ Boolean, Game Session IdPureSubsystemId (ARN) of the game session this process hosts; fails before a game session was started.
Get Current Game Session() β†’ Boolean, Game SessionPureSubsystemThe last game session received (On Start / On Update Game Session).
Get Termination Time() β†’ Boolean, Termination TimePureSubsystemWhen Amazon GameLift will stop this process (UTC). False when no termination is scheduled.
Process Ending(Request Exit: Boolean) β†’ Boolean, ErrorCallableSubsystemReports that this process is shutting down. With Request Exit the SDK is also shut down and the engine asked to exit, as Amazon GameLift expects after Process Ending.
Destroy SDK() β†’ Boolean, ErrorCallableSubsystemDisconnects from Amazon GameLift and frees the SDK. Init SDK can be called again afterwards.
Set Health Status(Healthy: Boolean)CallableSubsystemThe answer to the next health checks (default healthy). Unhealthy processes are replaced by Amazon GameLift.
Is SDK Ready() β†’ BooleanPureSubsystemTrue after a successful Init SDK (in any game instance of this process).
Get Host State() β†’ Game Lift Host StatePureSubsystemLifecycle state of this game instance's Amazon GameLift process.
Get SDK Version() β†’ StringPureSubsystemVersion of the Amazon GameLift Server SDK, for example "5.6.1".

Players 5

NodeTypeAvailable onDescription
Accept Player Session(Player Session Id: String) β†’ Boolean, ErrorCallableSubsystemValidates a joining player's session id (from the client's join options). Fails for unknown or expired ids.
Remove Player Session(Player Session Id: String) β†’ Boolean, ErrorCallableSubsystemReports that a player left, so the slot becomes free again. Call it from Logout.
Validate Player From Options(Options: String) β†’ Boolean, Player Session Id, Error MessageCallableSubsystemFor Game Mode Pre Login: reads "PlayerSessionId=" from the join options and accepts it.
Get Player Session Id(Player Controller: Player Controller) β†’ StringPureSubsystemThe PlayerSessionId a remote player joined with (from the join URL options); empty for local players.
Update Player Session Creation Policy(Policy: Game Lift Host Player Session Policy) β†’ Boolean, ErrorCallableSubsystemAccept All lets new player sessions be created for this game session; Deny All closes it to new players.

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersFires onWhen it fires
On SuccessPlayer Sessions (Array of Game Lift Host Player Session), Next Token (String), Error (Game Lift Host Error)GameLiftHostDescribeSessionsAction
On FailurePlayer Sessions (Array of Game Lift Host Player Session), Next Token (String), Error (Game Lift Host Error)GameLiftHostDescribeSessionsAction
On Start Game SessionGame Session (Game Lift Host Game Session)GameLiftHostSubsystemA game session was assigned to this process: prepare the match, then call Activate Game Session.
On Update Game SessionGame Session (Game Lift Host Game Session), Reason (Game Lift Host Update Reason), Backfill Ticket Id (String)GameLiftHostSubsystemThe game session changed, usually because FlexMatch backfill added players (see Matchmaker Data).
On Process TerminateTermination Time (Date Time)GameLiftHostSubsystemAmazon GameLift will stop this process (scale-in, spot interruption, fleet update): save, end the match and call Process Ending.
On Health Checkβ€”GameLiftHostSubsystemAmazon GameLift asked for the health of the process (about once a minute). Call Set Health Status to change the answer.

Project settings

Configure once under Project Settings β€Ί Plugins β€Ί GameLiftHost β€” values are saved to the project's config .ini, so they travel with the project and your build.

SettingSectionTypeWhat it does
Allow Outside Dedicated ServerServerBooleanThe SDK only starts in dedicated server processes.
Auto Init SdkServerBooleanCalls Init SDK automatically once the server world has started (from the environment, or the Anywhere values below / on the command line).
Auto Process ReadyServerBooleanWith Auto Init SDK: also calls Process Ready right after it, with the port and log paths below.
Auto Activate Game SessionServerBooleanCalls Activate Game Session right after On Start Game Session fired. Disable when you load a map or prepare the match first.
Auto Validate PlayersServerBooleanAccepts every remote player's PlayerSessionId (from the join URL options) right after login and kicks players without a valid one; removes the player session ag…
Process Ending On ShutdownServerBooleanReports Process Ending and shuts the SDK down when the game instance shuts down.
Exit On Process TerminateServerBooleanWhen Amazon GameLift asks the process to terminate: report Process Ending, shut the SDK down and exit, after On Process Terminate fired.
Default PortServerIntegerPort reported to Amazon GameLift when Process Ready gets port 0. 0 = the port the server's net driver listens on.
Log PathsServerArray of StringFiles Amazon GameLift uploads when the process ends (up to 10). Empty = the engine log file of the process.
Forward Sdk LogServerBooleanForwards SDK log lines to the Output Log (LogGameLiftHost).
Anywhere Web Socket UrlAnywhereStringAnywhere fleets: the GameLiftServiceSdkEndpoint, for example "wss://us-west-2.api.amazongamelift.com". Empty = managed fleet (environment).
Anywhere Fleet IdAnywhereStringAnywhere fleets: fleet id or ARN.
Anywhere Host IdAnywhereStringAnywhere fleets: compute name used with RegisterCompute.

Options & enums

EnumValues
StateNot Initialized Initialized Process Ready Game Session Active Process Ending
Player Session PolicyAccept All Deny All
Update ReasonUnknown Matchmaking Data Updated Backfill Failed Backfill Timed Out Backfill Cancelled
Player Session StatusNot Set Reserved Active Completed Timed Out

Compatibility

UE 4.27GameLiftHost 4.27.zipUE 5.8GameLiftHost 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
LinuxEditor & packaged
ModuleTypeLoading phase
GameLiftHostRuntimeDefault

Technical details

Code modulesGameLiftHost (Runtime), GameLiftHostSdk (External, Source/ThirdParty - prebuilt Amazon GameLift Server SDK for C++)
Blueprints0 Β· C++ classes: 8
Network replicatedNo
Development platformsWindows: Yes, Mac: No, Linux: Yes
Target build platformsWin64, Linux
Third-party softwareYes - Amazon GameLift Server SDK for C++ 5.6.1 (Apache-2.0), with asio (BSL-1.0), websocketpp (BSD-3-Clause), RapidJSON (MIT), spdlog and fmt (MIT), concurrentqueue (Simplified BSD / Boost Software License) and OpenSSL 1.1.1 (OpenSSL License) linked inside the plugin's SDK library, in Source/ThirdParty/GameLiftHostSdk
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes8 + 7 structs
Blueprint nodes18
Events6
DocumentationDocumentation.html (in the download)
DownloadGameLiftHost.zip Β· 7.8 MB
Versionv1.0.0

What's in the download

FileWhat it is
GameLiftHost 4.27.zipPlugin build for Unreal Engine 4.27
GameLiftHost 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the GameLiftHost folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable GameLiftHost under Edit β€Ί Plugins and restart the editor.
  4. Fill in Project Settings β€Ί Plugins β€Ί GameLiftHost.
  5. Right-click in any Blueprint graph and search GameLiftHost β€” or include the public headers from C++.
  6. Package for your target platform (Windows, Linux).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. Requires an AWS account; Amazon GameLift fleets are billed by AWS. Intended for dedicated servers (Win64 and Linux): the plugin compiles in every Win64 and Linux target, but the SDK library is loaded and started only in dedicated server processes unless the project settings allow it (Anywhere testing from the editor). On Win64 the SDK is one DLL with a plugin-specific name and on Linux one shared library, so GameLiftHost installs next to other AWS-based plugins. Developed and maintained by Alpha XP.

Everything included

  • Init SDK for managed EC2 / container fleets (environment) and Anywhere fleets…
  • Process Ready with automatic listen-port detection and log upload (engine log by default)
  • On Start Game Session: id, name, fleet id, max players, IP, DNS, port, game…
  • Activate Game Session, Update Player Session Creation Policy, Get Game Session Id, Get…
  • Accept / Remove Player Session and Validate Player From Options for Game Mode Pre Login
  • Auto Validate Players for Blueprint-only projects: accept after login, kick invalid…
  • FlexMatch: Start Match Backfill, Stop Match Backfill, On Update Game Session
  • On Health Check answered instantly from Set Health Status; On Process Terminate with…
  • Process Ending with optional engine exit; automatic Process Ending on shutdown
  • Get Fleet Role Credentials and Get Compute Certificate as latent nodes
  • Describe Player Sessions with paging and status filter
  • SDK callbacks delivered on the game thread; slow calls run on background threads
  • C++ API on the subsystem with native callbacks

Platforms

WindowsLinux

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileGameLiftHost.zip
FormatZIP
Size7.8 MB
Versionv1.0.0
Licence fileIncluded in the archive
SHA-256461e668a56c0c409…

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  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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