Get SpatialOS



Multiple deployments for session-based games

3: Build and upload workers

Before you build your worker assemblies, you need to edit the Example Project DefaultEngine.ini file.

In File Explorer, navigate to UnrealGDKExampleProject\Game\Config and open DefaultEngine.ini in a text editor.

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.


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 1: Build your worker assemblies

There are two ways to build your worker assemblies (known as “building workers”):

  • Build your workers automatically using the BuildProject.bat script.

This script automatically builds both the server-workers and client-workers required to run your game in the cloud. It then compresses your workers and saves them as .zip files to the UnrealGDKExampleProject\spatial\build\assembly\worker directory. Use this script if you want to build server-workers and client-workers at the same time.

  • Build your workers manually using the command line.

Use the command line when you want to build your server-workers and client-workers separately, or, if you want to build different worker configurations.

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


Step 2: Upload your worker assemblies

Before launching a cloud deployment, you must upload your server-worker and client-worker assemblies to the cloud. 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

2019-05-21 Page added with editorial review

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