Unreal Game Sync Deployment Issues

Attempting to set up UGS for my team and simplify the distribution and coordination of our editor and content without forcing the artists and less tech savvy individuals to dive to far into Perforce etc.

When building the binnary editor using the examples from the UGS Reference I am encountering the following.

 Error in client specification.
  Stream '//SNM/SwordsNMagicAndStuff/Dev-Binaries' doesn't exist.
ERROR: p4.exe client -i failed.
       while executing task <Submit Description="[CL 380] Updated binaries" Files="E:\Source\SwordsNMagicAndStuff\UnrealEngine\LocalBuilds\ArchiveForUGS\Perforce\++SNM+SwordsNMagicAndStuff+UnrealEngine-Editor.zip" FileType="binary+FS32" Workspace="KRAKEN_ArchiveForUGS" Stream="//SNM/SwordsNMagicAndStuff/Dev-Binaries" RootDir="E:\Source\SwordsNMagicAndStuff\UnrealEngine\LocalBuilds\ArchiveForUGS\Perforce" />
       at Engine\Build\Graph\Examples\BuildEditorAndTools.xml(123)
       (see E:\Source\SwordsNMagicAndStuff\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

I’ve ensured the existence of the director in perforce by adding a temp textfile and syncing it, but im wondering if this is litterally refering to a perforce streaming depot and not just a directory. It also lists an incorrect workspace, though im suspecting thats a local workspace in the error. It says Workspace=“Kraken_ArchiveForUGS” but the real workspace is completely different for this project.

Any help would be greatly appreciated.

This build tool creates its own workspace to submit to the archive stream. If you were struggling with this step, you may not have gotten very far with UGS which has many more steps unfortunately to get working.

Anyway, to answer this question: ArchiveStream wants a Stream not a directory. So you would need something like //SMN/Dev-Binaries where Dev-Binaries is a new mainline stream you created for your SMN depot in Perforce.