Swarm Coordinator: "Busy, Unassigned". How to be less strict?

I have three computers connected on Swarm Coordinator. However, if one computer is even simply surfing the web, the coordinator tags them as Busy, and it won’t work for lighting build.

Is there a way to change how strict the coordinator is for determining whether a computer is busy or available? Or to make it always available, no matter what?

If not, could anyone point me where (in the source code) it determines if the computer is busy or available? I couldn’t find it out myself.

I have also had this problem, easy fix if you have the source.
Agent.cs Ln 395, “CurrentState = AgentState.Busy;” just comment it out

Great, thank you!

I’m still having this issue and have know idea where to get the source code from.

Please help

Well, same problem but i can´t fix it. There is only one Agent.cs but it only has 68 Lines and there is no CurrentState = AgentState.Busy in the whole project. Do i miss something? And is it fixed for you Ixiguis? Please elaborate how to fix it more precisely.

I did not look into this for a long while.

Try to reduce the number of cores used in the “developers” tab on the agent. I have the video player running on one machine constantly and it still uses some cores to render lightmaps.

This is almost for sure now a CPU usage/io latency effect.
You can reproduce it by just watching a video.
I could achieve Available, Unassigned state only after removing antivirus.
Should go to bug for me, i can retag main also if you like

Execute how administrator permissions! work for me

really helped by this, so i guess for anyone else who couldn’t find the source, its here:

…\Engine\Source\Programs\UnrealSwarm

just open UnrealSwarm.sln and search for Agent.cs and make the changes mention above.
Build for development Win32