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.
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!