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!