Hi,
Using the PCG WP builder we find that if an asset can’t be checked out for any reason when processing a level then nothing will be saved, due UWorldPartitionBuilder::SavePackages exiting early if it fails to check out any file. For our nightly PCG update it’d be useful if failed checkouts, eg due to assets being worked on, didn’t block updates to other parts of the level. Do you have any plans to support that, or is there any way you’d recommend working around this issue? One thought is I see that UWorldPartitionBuilder::SavePackages takes a bTreatErrorsAsWarnings flag - would it be safe to use that to bypass the early exit?
Thanks,
Alistair
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Hi Alistair!
It’s an ongoing problem that we’ll try to fix, but we don’t have a currently solution for.
The problem with the ‘bTreatErrorsAsWarnings’ is that if you’re not careful you could run into some issues - for example, let’s say that a partition actor has spawned actors.
You might get in a state where you can save the ‘new actors’ and the ‘old actors’ being deleted, but not the partition actor.
It doesn’t look like a problem now, but the next time this runs, it won’t be able to delete newly old actors because they aren’t tracked properly.
So yes, it can be a solution in moderation!
But a proper solution would have a slightly stronger link between cause and effect, and I don’t think we’ve done that yet.
Internally, we’ve been having some success with the LoadAsPreview workflows, where the build machine bumps up the source of truth every night, but otherwise no one even dirties & checks out the partition actors (or PCG actors).
Have a look and let me know if that would solve part of your issues.
Cheers,
Julien
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