Hey guys, I’m trying to integrate our PCG pipeline into an automatic build that would be run on our horde server. The goal is to run specific graphs at the level and save their output. The graphs specified contain a slightly modified version of SavePCGDataAsset that automatically saves the data assets without prompting the user dialog. At the end, all of the data should be submitted to the perforce.
The approach I have taken so far has been to utilize the [**Builder [Content removed] in UE 5.5.
Here is the censored version of the command I’ve been using:
UnrealEditor.exe “C:/myproject.uproject” -BaseDir=“C:/myproject/Engine/Binaries/Win64/” -Unattended -RunningFromUnrealEd -AbsLog=“C:/pcg_buildlog.log” /Game/Maps/LV_PCGBuild -run=WorldPartitionBuilderCommandlet -Builder=PCGWorldPartitionBuilder -AllowCommandletRendering -AllowSoftwareRendering -AssetGatherAll=true -PCGBuilderSettings=/Game/PCGS_Generate.PCGS_Generate
It’s essentially the command that is used when I run the PCG builder through the editor. The only modification that I’ve made was a change to the log path.
The thing I’ve noticed is that I was unable to add or save new assets generated by the SavePCGDataAsset. After some digging around, I saw that inside Editor\UnrealEd\Private\FileHelpers.cpp in the function FEditorFileUtils::PromptForCheckoutAndSave, the variable GIsRunningUnattendedScript is set to False.
Is it by design that the PCGBuilder command in unattended mode does not set the GIsRunningUnattendedScript to True?
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Adjusting the code to switch the variable GIsRunningUnattendedScript to True during the PCG build solved my issues. But is it a good idea to do this this way?