UnrealGameSync & Presets

Hello,

Could you clarify how the new Preset dropdown (Options -> Sync Filter -> Current Workspace) and Presets -> Copy to Workspace in UnrealGameSync are intended to work? I looked for documentation but could not find any.

I created two presets in my UnrealGameSync.ini, and they appear correctly in the UI.

However, I’m not sure what is supposed to happen when I select a preset in Options -> Presets and click Copy to Workspace. I expected this to set Options -> Sync Filter -> Current Workspace to the selected preset, but that does not seem to happen.

The reverse seems to work partially: if I go to Sync Filter and select a preset, that preset then appears selected in Presets. However, if I return to Sync Filter, it is no longer selected there.

Could you explain the expected behavior of Presets and Copy to Workspace?

Thanks in advance for your time.

Nancy

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Steps to Reproduce
Create two presets in UnrealGameSync.ini.

Select a preset in Options -> Presets and click Copy to Workspace.

Does not appear in Options -> Sync Filter -> Current Workspace

or

Go to Sync Filter and select a preset, that preset then appears selected in Presets.

However, if you return to Sync Filter, it is no longer selected there.

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Hello, the “Copy to Workspace” action applies the preset’s choices to your current filter, but it is not related to the binding you set/get from the Sync Filter dropdown.

For why the Sync Filter dropdown is not showing as selected, this may be a visual bug. Could you please check the following files to confirm the actual Preset settings?

  • <workspace-root>/.ugs/project_<ProjectName>.json
  • <workspace-root>/.ugs/project.json (for a .uprojectdirs project)

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Hello Ieuan,

Thank you for the clarification.

I’m sorry, but I still do not understand what is meant by: “Copy to Workspace applies the preset’s choices to your current filter.”

Could you please elaborate on what “applies the preset’s choices” means in practice? For example, which settings are expected to change, and where should those changes be visible in the UI?

If there is any documentation or example of the intended workflow, I would appreciate it.

And for the Sync Filter dropdown, is this the section you want?

  "FilterType": "None",
  "FilterBadges": [],
  "Preset": "Marquise",
  "PresetSetByUser": true,

If it’s in the json, then it’s a UI bug?

Thanks in advance,

Nancy

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Hello! Yes, this appears to be a visual/UI bug that I will be passing on to the team - you can see that “Marquise” has been set. Apologies for any confusion.

“Copy to Workspace” copies the choices from the given preset into your workspace filter, without linking the preset, as if you had set those categories by hand.

You can see these in “Options -> Sync Filter -> Current Workspace”, and these edits are stored in “<workspace-root>/.ugs/settings.json”.

Please note that the settings.json file stores a delta from the default options (“<project>/Build/UnrealGameSync.ini”), so it will not necessarily display every category.

Unfortunately, we don’t appear to have documentation specific to these functions on our Sync Filters doc page. I’ll also bring this up with the team.

https://dev.epicgames.com/documentation/unreal\-engine/unreal\-game\-sync\-filters\-for\-unreal\-engine

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Hello Ieuan,

Thanks for you reply and for clarifying this.

This explains the behavior, although I do think the current UX is quite misleading, especially with the UI bug.

I also noticed that Copy to Workspace appears to copy only the Categories, but not the Custom View. Is this intended, or is this another bug?

Thanks again for your help.

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Hello,

I’ve spoken with the team and confirmed that this is also unintended and is indeed a bug.

Along with the two bugs that you’ve identified, we’ve also created a ticket to give the UX a pass to remove any cause for confusion.

UE-389419: UGS Sync Filter preset dropdown reverts to empty on reopen

UE-389421: UGS “Copy to Workspace” copies a preset’s categories but not its Custom View

UE-389423: UX pass on the UGS Sync Filter / Presets dialog

I’ve proposed the two bugs for the public issue tracker (https://issues.unrealengine.com/), where you should be able to view updates after they’re approved.

Apologies for any inconvenience these may have caused, and thank you again for letting us know.

Kind regards,

Ieuan

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Thank you for entering all those :slight_smile:

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