In the Launch Configuration Editor, you specify the parameters that the GDK for Unreal uses for your deployments. The GDK saves your parameters to the launch configuration file.
The launch configuration file is a
.json file located by default in
<ProjectRoot>/spatial/. You can find out more about the launch configuration file in the SpatialOS Worker SDK documentation: launch configuration file . Note that this documentation might contain additional details on parameters that are not relevant to Unreal projects.
Image: The Launch Configuration Editor dialog box
- When you start a cloud deployment, you can select an existing launch configuration file in the Cloud Deployment Configuration dialog box.
- You can generate a launch configuration file automatically, based on your current region settings and the configuration settings of the map you have open. To do so, select the option Automatically Generate Launch Configuration in the Cloud Deployment Configuration dialog box.
To open the Launch Configuration Editor:
- In the Cloud Deployment Configuration dialog box, clear Automatically Generate Launch Configuration.
- Click Open Launch Configuration editor.
Image: Cloud Deployment Configuration dialog box - note there is no Region setting in China
In the Launch Configuration Editor, complete the following information in the relevant fields. To save your changes in a launch configuration file, click Save Configuration.
- Use Default Template for Runtime Variant: If you select this option, the GDK for Unreal ignores the Template field and uses the default template for your selected Runtime Variant. For more information on game templates, see game templates.
The default templates are as follows:
- Standard Runtime, outside China:
- Compatibility Mode Runtime, outside China:
- Standard Runtime, in China:
- Compatibility Mode, in China:
- Standard Runtime, outside China:
- Template: Specifies the game template this launch configuration is based on. The value can be any available game template. A game template defines the compute resources your deployment needs (its "topology"). See the game templates page to find out which game template you should use.
To use this field, clear Use Default Template for Runtime Variant.
- Simulation dimensions in meters: Configures the size of your SpatialOS simulation in meters. Note: The X and Y values must be divisible by the value specified in Chunk edge length in meters.
- Chunk edge length in meters: The size of the grid squares that the world is divided into, expressed in "world units" (an arbitrary unit that worker instances can interpret as they choose).
- Snapshot write period in seconds: The frequency at which SpatialOS takes snapshots of your simulated world. Defaults to 600 seconds (10 minutes). The minimum is 600 seconds (10 minutes). Set this value to
0to disable automatic snapshots.
- Legacy flags: Legacy non-worker flag configurations. See Legacy flags for information. To add a new legacy flag, click +.
- Legacy Java parameters: Legacy JVM configurations.
- Worker permissions: Permissions that affect all server-worker instances. Click the arrow on the left to open the permission options.
- All: Server-worker instances can create new entities, delete existing entities, and request queries from any components.
- Allow entity creation: Server-worker instances can create new entities.
- Allow entity deletion: Server-worker instances can delete existing entities.
- Allow entity query: Server-worker instances can perform entity queries. You can specify which components can be queried in the Component queries list.
- Component queries: A list of the components that an entity query can return. If an entity query specifies a component not in this list, then the query will fail.
Click + to add a component, and enter the component name in the corresponding box. For an example, see the image below.
- If you enter
*, server-worker instances can request any components. This is the only way that you can allow entity queries to request a full snapshot of all components.
- If you specify no components, server-worker instances can only request entity IDs or the total count of entities.
- If you enter
Image: example component queries
- Automatically compute number of instances to launch in Editor: If you select this option, then the GDK for Unreal calculates the number of server-worker instances to launch during a Play In Editor (PIE) session. This calculation is based on your game’s multiserver configuration.
- Instances to launch in editor: Specifies the number of server-worker instances the Editor launches during a Play In Editor (PIE) session.
You cannot use this option if Automatically compute number of instances to launch in Editor is selected.
- Flags: You can specify one or more worker flags. Click + to add a flag, and enter the flag name in the box.
- Manual worker connection only: If you select this option, the Runtime will not start server-worker instances automatically. You must start and connect server-worker instances manually.
2020-09-08 Page added with editorial review.
Updated about a year ago