Unreal Game Sync (UGS) runtime update dection bug

Hello, it seems like we discovered a bug in UGS that causes update checks not to work. The regular updates while UGS is running, not the initial check

when it is being launched. Maybe you are already aware of it. If not, should we report it somewhere else, open a pull request, anything like that?

The issue is here:

In /Engine/Source/Programs/UnrealGameSync/UnrealGameSync/UpdateMonitor.cs and method public async Task CheckForUpdatesLoopAsync:

// Incorrectly tries to get HordeHttpClient as a service.

HordeHttpClient hordeHttpClient = _serviceProvider.GetRequiredService<HordeHttpClient>();

// We need to ask for IHordeClien and create a client from that.

using HordeHttpClient hordeHttpClient = _serviceProvider.GetRequiredService<IHordeClient>().CreateHttpClient();

To replicate this, Horde must be set as an update source in Engine/Source/Programs/UnrealGameSync/UnrealGameSyncShared/Deployment.json (“UpdateSource”: “Horde”).

And the build of the UGS must be the one that has auto updates enabled (standard BuildGraph installation build for example, not debug build.

Steps to Reproduce
To replicate this, Horde must be set as an update source in Engine/Source/Programs/UnrealGameSync/UnrealGameSyncShared/Deployment.json (“UpdateSource”: “Horde”).

And the build of the UGS must be the one that has auto updates enabled (standard BuildGraph installation build for example, not debug build.

Then retrieval of the service from _serviceProvider fails.

Hi,

Sorry for the long silence and thanks for reporting. I was not able to find an existing report and the code was not fixed yet, so I created a new issue capturing your info here: https://issues.unrealengine.com/issue/UE-334279. The issue will be reviewed and if accepted, the link will become public. I don’t know if this is going to be addressed quickly, we are short of staff for UGS, so it might takes some time to get through.

Regards,

Patrick