Unreal Game Sync Source Engine question

Hey all!

I have probably a silly question in regards to UGS and the source engine location. Is it really required to have the source engine on Perforce in order to have this work? Reason I ask is due to the high cost of having a hosting server with an adequate amount of space to support both the project and the source engine. Source engine by itself is upwards to 120ish gigs when that space can be used/occupied for the project size.

That being said, I was curious if it’s even possible to have a local source engine per machine and the user can use UGS to sync the project and build against their local source engine? Otherwise can stick with the former and sync P4V and build their project via VS/Rider locally.

Hi @CHADALAK1,

Yes, this can work as long as you aren’t modifying the engine source code, but there are several important considerations:

  • All developers must use the exact same engine version (down to the hotfix level)
  • Everyone needs to install the engine via Epic Games Launcher or use identical source builds
  • Your project’s .uproject file should specify the engine version explicitly
  • IDE configurations need to point to the correct local engine paths

Without engine source in P4, it’s harder to ensure everyone stays on the identical engine version.

That’s actually super awesome to hear!!! I guess the only thing would be Platform specific needs (such as PS5, Xbox, etc.) I’ll give this a go to find out if this works!

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@SylarAtomic

Odd, I guess it doesn’t know the engine version locally at least. .uproject shows the correct version too.

So far I can’t seem to get this to work with a local engine.

I’ll need to try this out myself but it sounds like it’s not looking at the correct engine location. Check your uproject file or a . Build.cs. I’ll try do the same on my side to see if I can get it working locally.

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At least on my end, this is what my .uproject looks like:

	"FileVersion": 3,
	"EngineAssociation": "C:/Program Files/Epic Games/UE_5.5",
	"Category": "",
	"Description": "",
	"Modules": [
		{

This is pointing to the Epic Games Launcher version of UE 5.5 . It opens the editor just fine if pointed here. But UGS doesn’t seem to accept this. Same error

Hey,

Sorry for the delay in getting back to you. This might be a bit unconventional and I haven’t tried this yet but what if you add the source files where it should be and just exclude them for ignore file for Perforce? You would need to make sure non modifies the engine source files but that would mean the structure means the same and keeps USG happy?

Perforce itself doesn’t care about the Unreal Engine source files as its just a revision version control system.

Another thing I just remember, if your “unreal engine source” folder is 120GB, you are adding all build artifacts and files that should never be tracked in source control.

For the engine source, you don’t need to track:

/Engine/Build/*
/Engine/Binaries/*
/Engine/Intermediate/*
/Engine/Saved/*

I haven’t tried this yet but what if you add the source files where it should be and just exclude them for ignore file for Perforce? You would need to make sure non modifies the engine source files but that would mean the structure means the same and keeps USG happy?

I haven’t yet, but I’ll give this a go actually! It’ll be a hot second. I’ll get back to ya if this works out :slight_smile:

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