UGS AdditionalPathsToSync issue

Greetings!

We have multiple subfolders in our root depot folder that we want to sync via UGS. To achieve this, we used the AdditionalPathsToSync setting in <Game>/Build/UnrealGameSync.ini. However, it turns out that this setting doesn’t work in certain cases: specifically, when all categories in the sync filter are selected, AdditionalPathsToSync entries aren’t processed correctly.

I found the code that appears to be causing this issue in UnrealGameSyncShared/GlobalSettings.cs.

// If there are no filtering lines then we can assume that AdditionalPathsToSync is covered and we do not // need to add them manually. if (lines.Count > 0 && perforceSection != null) { IEnumerable<string> additionalPaths = perforceSection.GetValues("AdditionalPathsToSync", Array.Empty<string>()); lines = lines.Concat(additionalPaths).ToList(); }

The comment there seems to be accurate only when referring to inner subfolders, but not for external subfolders. I modified that part of the code and tested the build; everything synced correctly.

if (perforceSection != null) { IEnumerable<string> additionalPaths = perforceSection.GetValues("AdditionalPathsToSync", Array.Empty<string>()); lines = lines.Concat(additionalPaths).ToList(); }I just wanted to confirm whether this fix is appropriate and if there might be any edge cases I haven’t considered. Thanks in advance!

Steps to Reproduce

I have a PR to fix this here: https://github.com/EpicGames/UnrealEngine/pull/12950

It has not been merged AFAIK.

Hey all,

I’ve followed up with the team for PR merging of the above. Typically around releases (5.6 in this case) PR ingestion can slow down.

Kind regards,

Julian