How to host a Unreal Engine Dedicated Server on Amazon GameLift (Part 2/2)

We have recently updated our tutorials so please watch those instead for the recommended approach to integrate GameLift with Unreal Engine.
New tutorial:

The GameLift Client SDK has recently updated. Therefore, make sure to use the specific link provided in this description, because that link is for the specific version of the SDK used in this video rather than the newest version.

Part 1:

Building a Linux dedicated server from a Windows machine:

In this tutorial, we’re going to show you how to host a Unreal Engine dedicated server on Amazon Gamelift including all the steps from start to finish: building Unreal Engine source, making the GameLift Server SDK lib/dll files, adding the GameLift Server SDK and Client SDK plugins to your Unreal Engine project, packing the Unreal Engine project, creating a user and policy on AWS, uploading the server build to AWS, creating a fleet, and creating a game session.

Code from this video:

*****Download Links*****
Amazon GameLift Client SDK:
Amazon CLI:
Visual C++ Redistributable for Visual Studio 2015:
Visual C++ Redistributable for Visual Studio 2017:

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21 thoughts on “How to host a Unreal Engine Dedicated Server on Amazon GameLift (Part 2/2)

  1. If I only intend to use the game with gamelift, and never stand-alone, is there any point of having the #if WITH_GAMELIFT at the top of the gamemode? Could I just remove it?

  2. Hey this tutorial has been super and has really got me into multiplayer dev. I have followed this tutorial and implemented it in a multiplayer VR game I'm developing. However I'm facing a problem with implementing voip talker. I hear aws doesnt support voip. is it true? If you know how to solve this can you send me in the right direction. thanks. Love ur channel, keep up the good work!!!!

  3. for any of you guys running this on 4.24.x having an issue when building GameLiftClientSDK : missing "ModuleManager.h" and IPluginManager.h", "#include Modules/ModuleManager.h" and "#include Modules/IPluginManager.h" is the latest

  4. Dude. It is so much helpful for me. By the way, I have an error which is "Package contains EditorOnly data which is not supported by the current build." when I compiled a dedicated server. Do u have any idea for that?

  5. When I finished all of the steps, it just launched the default map, and never got to the multiplayer map, so I was not able to get 2 players in the session. I see on aws that it goes through to them, and times out every time.

  6. Im really new here so forgive the dumb question but:
    If you handed out the launcher to people could you have it boot to a login screen that auto pushes updates once logged in rather than immediately hitting the game engine? I'm guessing yes but would require some 3rd step in there somewhere involving hard coding which is way over my head.

  7. Yetti Studios sdk is outdated, use instead. Also for 4.24.2 > you will need to fix errors in the code with some include directories, the first of which will be #include "ModuleManger.h". This fix will be #include "Modules/ModuleManger.h". If you use the search function in vs you can find the proper module and it should have foldername / in front of it as the folder under the public directory. Others are Interface/iPlugins and Windows/WindowsPlatform. Check out the discord for errors.

  8. Hi Guys. Can anyone help me with error: "Server process exited without calling ProcessEnding(), exitCode(-1073741515), launchPath(C:gameCzolgiBinariesWin64CzolgiServer.exe), arguments(null), instanceId(i-00f10e1412f95d6f1), publicIP(, gameSessionId(none), occurrences(296 for this instance in a 5 minute period)"
    It's my folders and install.bat

    I use UE4 4.21.3, Visual Studio 2017

  9. Quick question. Do Amazon insist that you handle all in game transactions through them like buying and downloading the game or is it strictly only renting the server and thats it? You can still sell your game off your own website and so forth. TY 🙂

  10. Thanks for these great tutorials, I just have two suggestions :
    1- in the project .cs file change the order of the plugins and write the client version first for example :
    `PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "GameLiftClientSDK", "GameLiftServerSDK" });`
    2- You don't need to upload the client version .exe for the server so after five server files copied in WindowsNoEditorAgarBinariesWin64 you can delete the default .exe & .pdb files

  11. This tutorial has been a huge help to me. After looking at the GitHub YetiTech repo and seeing all the comments and commits, I'm still not clear if the master branch is ok to use, or should we continue to stick with the version you used in these videos? Thanks for all the time and effort you put into this!

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