Unreal Game Sync (UGS) sync binaries only when outdated/necessary

When using UGS we were surprised to find that UGS seems to needlessly sync binaries when syncing to a CL which you already have the necessary binaries for.

Is there some reason that UGS decides that it needs to sync the binaries for a CL, even when that CL is marked as content only AND the binaries you have already match the latest binaries built for the most recent code change?

It seems like it would be a better strategy to only sync the binaries if the last sync’d binaries are behind the last set of binaries which were built for the most recent code change. I suspect that UGS is assuming a relatively co-located P4 server/network topology, however with the move to WFH and other remote/distributed scenarios this needless sync when using UGS can vastly reduce developer velocity when syncing often (since it increases sync times).

Interested in anyone familiar/close to UGS development has any insights here. Thanks!