Hello Ari!
Thanks for the speech, everything is very helpful!
Following all the tutorials on setup UGS, precompiled binaries etc I find something a little odd on engine build management.
Right now in my company we share the same engine code using some stream mapping like explained in the p4 tutorials:
UE stream: //UE5/main/…
ProjectA:
//ProjectA/main/… with view:
share ProjectA/…
import+ … //UE5/main/…
ProjectB:
//ProjectB/main/… with view:
share ProjectB/…
import+ … //UE5/main/…
And we create Precompiled binaries with the command:
RunUAT.bat BuildGraph -Script=ProjectA/Build/ProjectABuildGraph.xml -Target=“Submit To Perforce for UGS” -set:UProjectPath=“ProjectA/ProjectA.uproject” -set:EditorTarget=“ProjectAEditor” -BuildMachine -set:ArchiveStream=//ProjectA/binaries -p4 -submit
The issue is that the build.version in UGS and on the script is driven by the project stream and not by engine stream, resulting on CL and stream versions incompatible between the 2 project.
How do you manage this in Fortnite (or other companies) and is there something i am missing in the setup?
Thanks for the help