(This is a translation of a [Japanese [Content removed] by Kadowaki Yuki.)
I am thinking of preparing various automation jobs on Horde, including P4 operations. These are administrative jobs that are completely unrelated to Unreal Engine. For this reason, I created a Perforce stream that was apart from for any UE project, and placed files including batch files and a BuildGraph script for Horde execution. However, since running BuildGraph naturally requires RunUAT and etc., those files alone are not sufficient and the Horde jobs fail.
That said, making full use of the Engine for administrative or miscellaneous jobs appears unnecessary, particularly considering the disk space usage of the Horde Agent client workspace.
Jenkins commonly runs such miscellaneous or administrative jobs, and I would like to complete these workflows entirely within Horde, as well. For this, what files and directories are actually required?
Currently, I have tried the scope as follows, but I am seeing an error where uebp_CodeCL ends up being set to 0.
◆ Perforce Stream Paths
share …
import Engine/Build/BatchFiles/RunUAT.bat //EngineDepot/5.7.1/Engine/Build/BatchFiles/RunUAT.bat
import Engine/Build/BatchFiles/BuildUAT.bat //EngineDepot/5.7.1/Engine/Build/BatchFiles/BuildUAT.bat
import Engine/Build/BatchFiles/BuildUBT.bat //EngineDepot/5.7.1/Engine/Build/BatchFiles/BuildUBT.bat
import Engine/Build/BatchFiles/DotnetDepends.bat //EngineDepot/5.7.1/Engine/Build/BatchFiles/DotnetDepends.bat
import Engine/Build/BatchFiles/GetDotnetPath.bat //EngineDepot/5.7.1/Engine/Build/BatchFiles/GetDotnetPath.bat
import Engine/Build/Build.version //EngineDepot/5.7.1/Engine/Build/Build.version
import Engine/Config/BaseEngine.ini //EngineDepot/5.7.1/Engine/Config/BaseEngine.ini
import Engine/Source/Programs/AutomationTool/… //EngineDepot/5.7.1/Engine/Source/Programs/AutomationTool/…
import Engine/Source/Programs/AutomationToolLauncher/… //EngineDepot/5.7.1/Engine/Source/Programs/AutomationToolLauncher/…
import Engine/Source/Programs/UnrealBuildTool/… //EngineDepot/5.7.1/Engine/Source/Programs/UnrealBuildTool/…
import Engine/Source/Programs/Shared/… //EngineDepot/5.7.1/Engine/Source/Programs/Shared/…
import Engine/Binaries/DotNET/… //EngineDepot/5.7.1/Engine/Binaries/DotNET/…
import Engine/Binaries/ThirdParty/fastJSON/… //EngineDepot/5.7.1/Engine/Binaries/ThirdParty/fastJSON/…
import Engine/Binaries/ThirdParty/DotNet/… //EngineDepot/5.7.1/Engine/Binaries/ThirdParty/DotNet/…
import Engine/Config/… //EngineDepot/5.7.1/Engine/Config/…
import Engine/Build/Graph/… //EngineDepot/5.7.1/Engine/Build/Graph/…
import Engine/ThirdParty/IOS/… //EngineDepot/5.7.1/Engine/ThirdParty/IOS/…
◆ Error
P4Environment.CodeChangelist has not been initialized but is requested. Set uebp_CodeCL env var or run UAT with -P4 to automatically detect changelist.
◆ Actions Taken
To address this error, I tried the following, but uebp_CodeCL still remained 0:
- Placed a dummy .h file at the root of the Perforce stream (as a workaround for DetectCurrentCodeCL).
- Specified “uebp_CodeCL”: “$(uebp_CL)” in the environment settings under the agentType in *.stream.json.
I guess this may be occurring because certain files that should be under the Engine directory are missing. I’d appreciate it if you could advise me about the issue.
Thank you.
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