Unreal Game Sync always wanting to build editor when using precompiled binaries

For my case the file wasn’t being synced at all, so it just didn’t exist on the drive. If you look in the UGS code, WorkspaceControl.cs, you’ll see LaunchEditor() calls GetEditorExePath, then GetEditorReceiptPaths, which gets the LaunchFileName. In my case, that would never get set, because the name is retrieved from that editor.target.cs.

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