![]() Run the step as part of a scheduled (automatic) sync. The Custom Build Steps window lets you modify and add new build steps. How many times to try again after a timeout. Mechanisms for UGS to integrate with other applications and tools. Where the program will look in Perforce to update itself, and if it's acceptable to use an unstable (test) version of the application. The credentials UGS will use to log into Perforce. This can be very useful for diagnosing UGS-related issues.Ĭonfigure the app to run on startup and keep running when minimized. Clicking View logs in this dialog will take you to where UGS writes its logs. Select either Local or Perforce Server time. Independently toggle showing changes without reviews and showing changes by automated processes. Select from Stream, Workspace Name, Workspace Root, or Project File. You can force this dialog on each launch if you find yourself editing command line arguments repeatedly. The Command Line Arguments window lets you edit, add, and remove command line arguments, as well as change the order they're passed. Select from Debug, DebugGame, or Development. For more information on this dialog and its usage, refer to the UGS Sync Filter Setup documentation. This can also be used to turn off the scheduled syncs.Īutomatically resolve Perforce conflicts. Set what projects are synced and built, what changelist type, and when: Open the solution in Visual Studio automatically after generating the project files. Default is Debug.Īutomatically runs the output of the build step upon a successful build. Use Unreal Build Tool (UBT) to build the project automatically in the Editor Build Configuration selected from the Options menu. Show build machine changelists as well as user changelists (off by default). Switch between code and content changelists, or both (default). The right-click context menu allows for selecting and copying from the log. The log of the current sync operations, including Perforce operations and build operations. Requires a metadata server.Ĭopy the changelist number to your clipboard. Requires a metadata server.Īdd a star to the build that others can see, meaning it's a special or approved build. Mark the changelist as bad, along with all following changelists, and open up an investigation. Leave a comment that is visible to other UGS users. Requires a metadata server.Ĭancels Mark as good or Mark as bad. Requires a metadata server.ĭifferent options are available for each changelist, some of which are replicated from the Project Overview Area.ĭoes not pick up changes in between the currently synced changelist and the selected changelist. ![]() Identifies who is currently using the build from a changelist, and their status with it. The status of the Continuous Integration System (CIS) merge after this change. The description of the changelist written by its author. Identifies when the change was submitted. Sync to a particular changelist, and view information about each changelist. Available upon a failed or cancelled sync operation. Show the log of the latest sync in the Log section. ![]() Open the stream in Helix Visual Client (P4V). Leverages the Precompiled Binary (PCB) editor when available. Latest Starred Change: Sync to the latest change marked by someone using the Add Star context menu option in the Changelist area. Latest Good Change: Sync to the latest change that has been used by another member of the organization (requires a metadata server). Latest Change: Sync to the absolute latest, could be unstable. uprojectdirs file.Ĭhange what file is being used to open the project. This page provides a reference for the menus and options available in Unreal Game Sync.
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