UGS not able to handle virtual streams in P4?

It seems that UGS is not capable of handling the combination of precompiled binaries and virtual streams.

If either of these two statements or both, are inverted - the UGS seems to be able to handle the project properly.

Steps to Reproduce
Create a stream in P4 for your game. The game should be configured for Android (or Meta Quest, specifically) platform.

Use UGS to sync that stream, using precompiled binaries for the sync.

Verify that you can start the editor from UGS.

Verify that you can make an Android package from the editor.

Now, create a virtual stream from your main stream in P4.

Use UGS to sync to this virtual stream, using precompiled binaries for the sync.

Verify that you CANNOT start the editor from UGS.

Launch the editor via OS means, not UGS.

Verify that you CANNOT make an Android package from the editor.

Change UGS settings to not sync to precompiled binaries, but rather build locally.

Verify that you CAN start the editor from UGS as well as make an Android package from the editor.

Hey Vlad,

Our team internally has encountered this issue (when combining virtual + PCBs). We needed to import an additional UnrealGameSync.ini file in order to redirect the PCB path.

File contents:

[//Path/To/Your/Concrete/Stream/GameName.uproject] +Archives=(Name="Editor Imported", Type="Editor Imported", DepotPath="//Path/To/Your/P4/Binaries-Editor.zip", bIgnoreRequiredBadges=true)Virtual stream definition:

import Path/To/Build/Project/UnrealGameSync.ini //Path/To/Depot/With/UnrealGameSync.iniLet me know if this helps.

Julian

Thanks for the answer, Julian.

I believe I forgot to mention that this situation arose when we switched to 5.5 and started using Horde.

In 5.2 when we were doing our own pipeline, we did not have such issue.

Any ideas how to solve this with Horde?

Hey Vlad,

Not off the top of my head, but there is a [separate thread that does have some helpful debugging [Content removed] to potentially track it down, as this is not a feature I’m very familiar with (and the team internally uses the p4 depot method).

There are a couple of helpful debugging spots in the aforementioned thread to see whether the correct archive channels are being selected. In order to get virtual streams working properly with PCBs, I wonder if you’ll need to end up feigning some kind of horde metadata, but again this is uncharted territories unfortunately as we don’t exercise this path at Epic.

[mention removed]​ in case he has any further insights.

Kind regards,

Julian