Hello !
It works if you specify -basedonreleaseversionroot to a remote folder over our network, so we should be able to work with this process :). At least for PS5 update package generation.
Though it seems that the cook process absolutely needs the AssetRegistry.bin file inside the root folder alongside the package in order to perform the patch generation. I was wondering if there was a way to bypass that ?
On our previous project it seems that we didn’t need to have this file to generate a patch for PS5.
Also, my wondering is based on the last answer of [this [Content removed] were your colleague from Epic seems to tell that the generic-platform pak-based method may be not relevant anymore
The UAT command line to do my tests was :
UnrealEngine\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "UnrealEngine\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll" BuildCookRun -build -cook -stage -pak -package -client -project="MyProject.uproject" -Platform=PS5 -Configuration=Shipping -distribution -archive -archivedirectory="ArchiveFolder" -createreleaseversion=MyPatch -basedonreleaseversion=MyBasePackage -basedonreleaseversionroot="\\SomeRemoteLocation\TestPatchReleases" -TitleID=MyPS5TitleID