Hello
We are integrating UBA in our infrastructure. We have Horde server running on AWS Linux (docker), a windows machine and a Linux Horde agent all in the same subnet. We trigger the build from windows machine that has the project and builds successfully locally.
We have configured the following settings:
Engine/Saved/UnrealBuildTool/BuildConfiguration.xml:
`<?xml version="1.0" encoding="utf-8" ?>
Win-UE5
``Config\DefaultEngine.ini`
`[UbaController]
Enabled=true
bForceRemote=true
Horde=(Pool=Linux-UE5,MaxCores=500)
[Horde]
ServerUrl=“http://{{ SERVER_HOST_NAME }}:13340/”`
We can see that compilation is done remotely and the agent gets CPU high load, but in case of cook process, the main load is carried by windows machine though we can see the following messages:
... LogDesktopPlatform: Display: Launching OidcToken... [C:/UE5/Engine/Binaries/DotNET/OidcToken/win-x64/OidcToken.exe --HordeUrl="http://<ip>:13340/" --OutFile="../../../../j_work_zspace/Intermediate/oidcToken.json54B6B43B4341E9BDCC35A18F7.tmp" --Unattended=true] ... LogShaderCompilers: Display: Using UBA Controller for Shader Compilation. ...
We are using the following command and arguments:
"$UE5_PATH\Engine\Build\BatchFiles\RunUAT.bat`" -ScriptsForProject=`“${PROJECT_PATH}`” BuildCookRun -nocompileeditor -installed -unattended -nop4 -project=`“${PROJECT_PATH}`” -cook -allmaps -stage -pak -archive -archivedirectory=`“${ARCHIVEDIRECTORY_CLIENT}`” -package -unrealexe=`“${UE5_PATH}\Engine\Binaries\Win64\UnrealEditor-Cmd.exe`” -ddc=InstalledDerivedDataBackendGraph -prereqs -nodebuginfo -targetplatform=Win64 -build -target=`“${PROJECT_NAME}`” -clientconfig=${CLIENTCONFIG} -utf8output -createreleaseversion=‘1.0’"
Our goal is to use bigger Linux agent and smaller windows which triggers the build for cost optimization.
Is there something we can do to use Linux agent more heavily, because in our case it does very little during cooking and mainly is idle?
Or maybe there is another approach not to keep the agent mainly idle during the whole process?
Regards