Folders being deleted after remote Mac build

Hi, I’m using Unreal Engine to package iOS builds via remote Mac builds.
Everything was working fine for months, but after updating Xcode to the latest version, I started encountering a strange issue.

During packaging:

  • The process completes with a BUILD SUCCEEDED log,
  • Then right after:
[Remote] Downloading build products  
receiving file list ... done  

Some folders inside the Unreal Engine’s Programs directory get deleted.
Example:
deleting Programs/ZenDashboard/Config/DefaultEngine.ini
deleting Programs/ZenDashboard/Config/
deleting Programs/ZenDashboard/
(Interestingly, AutomationTool are not deleted.)

  • Shortly after, the same receiving file list ... done log appears again,
    and then the entire Binaries/Win64 folder gets deleted.

Meanwhile, files inside Binaries/IOS, which were listed in Download.txt, are downloaded correctly and remain intact.

There were no issues before the Xcode update, and no settings related to packaging or deletion have been changed.
Also, the deleted folders exist on both the Mac and Windows machines.

If anyone has encountered a similar issue or has suggestions on what to check, I’d really appreciate any insights.

In addition to the issue where some folders are being deleted after the remote Mac build, I’ve recently found another problem:

Previously, during the packaging process, any modified files on the Windows machine were correctly uploaded to the Mac during the “Uploading project files” step.
However, I’ve now confirmed that files that were deleted on Windows are no longer reflected in the upload list, meaning they are not removed on the Mac.

To summarize:

  1. When uploading from Windows to Mac, deleted files are not included, so the Mac side doesn’t get file deletions.
  2. When downloading from Mac to Windows, certain folders inside the engine (like Programs/ZenDashboard or Binaries/Win64) are unexpectedly deleted, even though those folders still exist on the Mac.

Both behaviors seem related to rsync, so I’m currently investigating whether something has changed in how Unreal handles rsync or how rsync itself behaves (possibly after the Xcode update).

If anyone has experienced similar issues or has ideas on what to check, please share!