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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