Troubleshooting

Last updated: May 29, 2026

This guide provides solutions to common issues you may encounter when using Multiplay Hosting.

Build issues

Build sync fails

If your build fails to sync:

  1. Check the build status in the Multiplay Dashboard for specific error messages.

  2. Verify that all required files are included in the build.

  3. Ensure your build files don't exceed size limits.

  4. For container builds, verify the image URL and credentials are correct.

Build takes too long to sync

Large builds may take longer to synchronize. To improve sync times:

  • Remove unnecessary files from your build

  • Use compression for file uploads

  • Consider using a cloud storage bucket for very large builds

Server startup issues

Server fails to start

If your server fails to start:

  1. Check the server logs in the Multiplay Dashboard (Debugging > Logs).

  2. Verify the executable path in your build configuration is correct.

  3. Ensure launch parameters are properly formatted.

  4. Check that required environment variables are set.

Server starts but immediately crashes

Common causes include:

  • Missing dependencies or libraries

  • Incorrect port configuration

  • Memory allocation issues

  • Configuration file errors

To diagnose:

  1. Review server logs for crash information.

  2. Check for segmentation faults or memory errors.

  3. Verify the server runs correctly in a local environment.

Log issues

Logs not appearing in the dashboard

If your server logs aren't visible:

  1. Verify that your launch parameters include the correct log directory variable ().

  2. Check that your game server writes logs to the specified location.

  3. For Unreal Engine games, see Redirect logs for Unreal games.

  4. Ensure the server has write permissions to the log directory.

Logs are truncated

Log files have size limits. If your logs are being truncated:

  • Reduce log verbosity in your game server configuration

  • Implement log rotation in your game server

  • Archive older logs to a separate location

Allocation issues

Allocation requests fail

If allocation requests are failing:

  1. Verify that available servers exist in the requested region.

  2. Check that your fleet has sufficient capacity (max servers setting).

  3. Ensure your matchmaker is using the correct project and environment IDs.

  4. Review the allocation API response for specific error codes.

Servers not becoming available

If servers aren't becoming available for allocation:

  1. Check the fleet's scaling settings (minimum available servers).

  2. Verify servers are starting successfully (no startup errors).

  3. Ensure servers are reporting ready status via the query protocol.

Network issues

Players can't connect to servers

If players cannot connect:

  1. Verify the correct port is being used and exposed.

  2. Check that the server is reporting the correct IP address.

  3. Ensure no firewall rules are blocking the connection.

  4. Verify the server is in an "Allocated" state.

Query protocol not responding

If the query protocol isn't working:

  1. Verify the query port is correctly configured in launch parameters.

  2. Check that your game server implements the configured query protocol (SQP or A2S).

  3. Ensure the query port is exposed and accessible.

Performance issues

High latency or lag

To address latency issues:

  1. Ensure servers are deployed in regions close to your players.

  2. Review server resource allocation (CPU, memory).

  3. Check for network bottlenecks or issues.

  4. Monitor server performance metrics in the dashboard.

Server running out of memory

If servers are running out of memory:

  1. Review your build configuration's memory allocation.

  2. Optimize your game server's memory usage.

  3. Check for memory leaks in your game server code.

  4. Consider increasing the memory allocation in your build configuration.

Getting help

If you're still experiencing issues:

  1. Review the Multiplay Hosting documentation.

  2. Contact Multiplay Support for additional assistance.