UnrealGameSync – Precompiled Editor Binaries Not Detected After Successful BuildGraph Upload

Hello Epic Games Support Team,

We are in the process of setting up a project using Perforce (P4) as version control together with UnrealGameSync (UGS) and have encountered an issue related to precompiled binaries usage.

The precompiled binaries zip file is successfully generated and submitted to Perforce, however on client machines where “Sync Precompiled Binaries” is enabled, UGS reports that there are no compiled “Editor” binaries available for the selected changelist.

Below are the details of our current setup:

Project & Streams

  • Project stream:
  • //UEGameDepot/dev_unreal_upstream/TestProj/
  • Binaries stream:
  • //UEGameDepot/Dev-Binaries/
  • Engine and project are located in the same workspace (dev_unreal_upstream).

UnrealGameSync.ini

File location:

Build/UnrealGameSync.ini

We have tested the following configurations:

[//UEGameDepot/dev_unreal_upstream/TestProj/TestProj.uproject]
ZippedBinariesPath=//UEGameDepot/Dev-Binaries/++UEGameDepot+dev_unreal_upstream-Editor.zip

Also tested:

  • ++UEGameDepot+dev_unreal_upstream-TestProjEditor.zip
  • ++UEGameDepot+dev_unreal_upstream-TestProj.zip

BuildGraph / PCB Command Used

Engine\Build\BatchFiles\RunUAT.bat BuildGraph ^
-Script="Engine/Build/Graph/Examples/BuildEditorAndTools.xml" ^
-Target="Submit To Perforce for UGS" ^
-set:EditorTarget=TestProj ^
-set:ArchiveStream=//UEGameDepot/Dev-Binaries ^
-p4 -submit

Client Setup

  • Sync Precompiled Binaries” option is enabled in UGS.
  • No source code changes were made after binaries were generated and submitted.

Observed Behavior

  • The binaries zip is created and submitted successfully.
  • UGS syncs the changelist correctly.
  • UGS reports that no precompiled Editor binaries are available and does not extract binaries into the local workspace.

Expected Behavior

  • UGS detects the submitted precompiled Editor binaries.
  • Binaries are downloaded and extracted into the appropriate Engine / project locations.
  • Client users can open the editor without compiling from source.

Could you please advise if there are any missing configuration steps, naming conventions, or BuildGraph settings we may have overlooked when setting up UGS precompiled binaries?

Thank you for your time and support.

Kind regards,

Harut

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1、The ZippedBinariesPath can be copied directly from P4V to avoid path configuration errors.

2、Make sure there is at least one submitted changelist that contains code changes (and that it was submitted before the changelist you are building), and that it is visible in the UGS changelist view.

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A tip, in your [… uproject] section in UnrealGameSync.ini, set a Message= or a StatusPanelColor= setting, so that you can validate that UGS is in fact picking up the changes, and it’s using the config section that you believe it is. I can’t even think of the number of times I’ve had to track down errors where for some reason or other, UGS thought the stream name was something different from what it actually was checking out from, and so I had to use a different path name in the ini file.

Only way I know of to actually figure out what it’s actually looking for, though, is to hit it with a debugger and breakpoint where it reads the config file, or insert a log line there, though. Unless you’re using Horde, in which case if you turn off your network, then click the “Connect to Horde” button, when it fails, in the Diagnostics tab, you can see what URL it was trying to use, and it may have a query parameter that includes the name of the stream it thinks it’s using.

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Thanks for updates!!!

I’ve figured out the issue. The ‘Source’ folder has been removed from client and due to that UGS couldn’t recognized the update. So, when I recovered ‘Source’ dir and remain only some necessary files there issue has been resolved.

Thank you!!!

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