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.