We rolled out UnrealGameSync really quickly for our team, with our CI system building the tools, project editor and Win64 client and uploading for UGS. (using the BuildEditorAndTools buildgraph script).
I have a collection of other tasks I’d like my CI system to perform (package builds, tests, resavepackages etc), and am now unsure of the best method to get that pre-built data and start running commands against it.
Taking resavepackages as an example:
Should I be compiling tools again before I can run the editor commandlet?
(feels like wasted time, especially if that updates the engine version, and bakes that into the umap asset)
Should I be uploading the editor binaries elsewhere and extracting them into my build agent’s workspace?
(basically trying to do what UGS does, but via batch file commands, a bunch of p4 cleans etc)
Could I use UnrealGameSync on the commandline to invoke a sync and download of pre-built binaries
(doesn’t look like the tool supports this)
I feel like I’ve created a real disconnect between what I expect developers to do, and what my build agents need to do.