I read the official document about UGS, all the tutorials place the game project under the engine directory, if possiable place the project in different disk, becuase the engine and project asset is to large to save in same disk.
Do I need to modify the engine source code to achieve this? Or is it just a matter of simply changing the configuration?
The philosophy of the UGS repository.
What’s the best skeleton of the stream repot of the project using UGS in BigProject, if there have any Industrial grade sample?
Should I create individual stream repot for unreal engine source and project.
No. If you want to use UGS you have to use the “native” project configuration which is the project being under the engine directory.
Epic’s own tutorial is pretty good for this:
I would, but you don’t have to. Remember that the way that you organize things in perforce doesn’t have to exactly match how things are on disk. Between the workspace/client root and the way that streams can import each other to specific locations it’s pretty easy to separate things like the engine and project in your source control while having them on disk so that they are compatible with tools like UGS.
Sort of. The UGS MetaServer instructions pre-date Horde. They still work, but if you’re using Horde for any/all the other things that it’s useful for it will also act as the UGS metadata server. You don’t need to install Horde just to serve metadata.