UBA no longer working with Horde since 5.6 Preview

Hey Abhishek,

Just a quick note here. I cannot reproduce this on ue5-main, or 5.6-dev.

For posterity:

I’ve been testing with a local horde server (that I’ve turned offline && diverged to throw intermittent errors for clusters), and the local actions still indeed go through. To confirm your repro:

  • BuildConfiguartion.xml is updated to point to a horde server for UBA
  • Halt the Horde server service
    • I’ve even tried diverging a local horde server to throw an exception on the compute/{ClusterID} endpoint to emulate a server issue
  • LOCAL machine initiates a UBT invocation (dotnet UnrealBuildToold.dll UnrealEditor Win64 Development)
  • Note hang
    • Can you provide your callstack of UBT if you invoke this from visual studio or the like? ParallelStacks could also be useful here to help track down where the hang is coming from.
    • What’s going on here is that we are passing all of the executing actions into the C++ side via

I’ll be syncing 5.6 next. Just reviewing the code, the AutomaticRunner should be kicked off once the queue starts (with the remote actions being run separately) within the UBAExecutor.cs.

Can you provide your buildconfiguration.xml for Horde? Just want to make sure I’m not assuming anything here.

Let me know if I’ve misunderstood anything.

Julian