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Multiple deployments for session-based games

3: Build and upload workers

Step 1: Edit the .ini file

Before you build your assembly, you need to edit the Example Project DefaultEngine.ini file. To do this:

  1. In File Explorer, navigate to UnrealGDKExampleProject\Game\Config and open DefaultEngine.ini in a text editor.
  2. In your text editor, search for bPreventAutoConnectWithLocator=False and change this value to True. This setting forces your game client to stay offline after being launched until you select a deployment or select Quick Join in the game. Your changes should look like this:

    [/Script/SpatialGDK.SpatialGameInstance]
    bPreventAutoConnectWithLocator=True
    
  3. Save and close DefaultEngine.ini once you have made your changes.

Note: You must close the Unreal Editor before building your workers. If the Editor is open when you try to build your workers, the command will fail.

Step 2: Build your assembly

There are two ways to build workers for your assembly, you can either:

or

Note: Building your workers can take a long time, regardless of which method you use.

Troubleshooting

Step 3: Upload your assembly

Before launching a cloud deployment, you must upload your assembly, which contains your server-worker and client-worker. To do this:

  1. Open a terminal window and navigate to \UnrealGDKExampleProject\spatial.
  2. Run the following SpatialOS CLI command: spatial cloud upload <assembly_name>
    Where <assembly_name> is a name you create here for the upload (for example “myassembly”).

Make a note of the <assembly_name> you create, as you will need it later.



> Next: 4. Configure the Deployment Manager


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2019-05-21 Page added with editorial review

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