Syncing Precompiled Binaries in UGS

If you are using UE 5.3, the docs and tutorials contain many erroneous infos, to say the least. First of all, ensure that:
. The UnrealGameSync.ini where you did put your section [//<src_stream_depot>/path…/my_file.uproject(dirs)] where you specify the ZippedBinariesPath is in one of the many directories that UnrealGameSync check. The doc talk about a Build/UnrealGameSync.ini which is absolutely false. However one of the paths that UGS check for is C:<your_root_path>\Engine\Programs\UnrealGameSync\The UnrealGameSync.ini. What happen is that it looks for config files in directories and sub directories that can be traced in UnrealGameSync.ConfigUtils.ReadProjectConfigFileAsync(), and sure enough, as per usual with these f… the /Build/EngineGameSync.ini is nowhere tot be found in the list when you spy on the variable configFilePaths.
. Then the name of the section that contain your ZippedBinariesPath key value pair, and which is a path to the associated .uproject/.uprojectdirs must not have a client workspace name in it, but a standard stream depot path
. Among many others things that are f… up, you can also run into things like UnrealGameSync inner mechanisms that inexplicably dont work because of windows regional settings that cause exceptions to be raised because of a poorly written Regex on p4 time/date offsets. Since they forgot some try/catch blocks, if breaks on un-handled exceptions are disabled in your project and you happen to have regional settings that disrupt the expected format for date/time strings, UGS will quietly abort some code branchs and let you search for weeks what happened.

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