#Horde Questions and some help
1 messages · Page 1 of 1 (latest)
Sorry for the delay in repsonding...
so here are my pools:
and this is my :
xml:
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<!-- Enable support for UnrealBuildAccelerator -->
<bAllowUBAExecutor>true</bAllowUBAExecutor>
</BuildConfiguration>
<Horde>
<!-- Address of the Horde server -->
<Server>http://192.168.1.10:13340</Server>
<!-- Pool of machines to offload work to. Horde configures Win-UE5 by default. -->
<WindowsPool>Win-UE5</WindowsPool>
</Horde>
<UnrealBuildAccelerator>
<!-- Enable for visualizing UBA's progress (optional) -->
<bLaunchVisualizer>true</bLaunchVisualizer>
<bForceBuildAllRemote>true</bForceBuildAllRemote>
</UnrealBuildAccelerator>
</Configuration>
so to me ... its all correct.
the xml file location:
X:\code\marwan_dsk3_bs\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml
Here i ssome of the output from build
26>Reflection code generated for blankspaceEditor in 7.3821151 seconds
26>Creating makefile for ShaderCompileWorker (no existing makefile)
26>Parsing headers for ShaderCompileWorker
26> Running Internal UnrealHeaderTool X:\code\marwan_dsk3_bs\SCGame\blankspace.uproject X:\code\marwan_dsk3_bs\SCGame\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest -WarningsAsErrors
26>Total of 0 written
26>Reflection code generated for ShaderCompileWorker in 0.1234309 seconds
26>Building blankspaceEditor and ShaderCompileWorker...
26>Using Visual Studio 2022 14.38.33145 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.38.33130) and Windows 10.0.22621.0 SDK (C:\Program Files (x86)\Windows Kits\10).
26>Determining max actions to execute in parallel (24 physical cores, 48 logical cores)
26> Executing up to 24 processes, one per physical core
26>Using Parallel executor to run 3540 action(s)
26>------ Building 3540 action(s) started ------
26>** For blankspaceEditor-Win64-Development **
26>[1/3540] Generate Header [x86-64] GPUSkinVertexFactory.ispc
26>[2/3540] Copy [x86-64] GPUSkinVertexFactory.ispc.generated.h
26>[3/3540] Generate Header [x86-64] BonePose.ispc
26>[4/3540] Copy [x86-64]
so it looks like its building everyrthing locally rather than distrubuted.
I just boarded the plane to Orlando… so I’ll take a look at it when I’m at the hotel… or tomorrow
Also, I take this as you wanting to use horde for UBA rather than CI? At least in this case
Main thing I see is that its not picking up the xml because its still using parallel executor rather than UBA…
Yes.
-- Also -- are you going to UE Fest ? i'll be in orlando on Sunday. 🙂
I am, I’m just flying in little early so I can (hopefully) enjoy Florida before I get eaten by mosquitoes and sunburned to a crisp
Ok, so let's start by first moving the config to: Engine/Restricted/NotForLicensees/Programs/UnrealBuildTool/BuildConfiguration.xml ignore the fact that it's "NotForLicensees" it's just the location where epic has their own internal configs and I know for sure things get loaded from there just fine as that's the config location we are using
otherwise your config itself looks correct
hmmm i dont have that folder at first glance, my p4 workspace may be trimming it ... let me double check
Looking at the workspace for both the project and for the engine, i dont see "Restricted" as a folder i have.
I pulled my unreal enginee from Git, does that impact what I can see?
the restricted folder doesn't exist at all
just created the hierarchy manually 🙂
this path is used by epic for internal stuff that's automatically filtered to licensees and git users... but UBT is still looking for the file in that location
UE 5.6 finally introduced full support for INI based configuration inside the engine ini files instead of xml
ok, moved (not copied) to :
X:\code\marwan_dsk3_bs\Engine\Restricted\NotForLicensees\Programs\UnrealBuildTool\BuildConfiguration.xml
same result, though.
how are you executing this part?
im just hitting f7 in the IDE
hmm, that's weird, it should pick it up and automatically attempt to use UBA, it's been done this way since UBA existed