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!
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.
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
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.
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