#Horde Questions and some help

1 messages · Page 1 of 1 (latest)

pearl vale
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picking up the thread here.

pearl vale
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Sorry for the delay in repsonding...
so here are my pools:

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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.

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the xml file location:
X:\code\marwan_dsk3_bs\Engine\Saved\UnrealBuildTool\BuildConfiguration.xml

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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]

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so it looks like its building everyrthing locally rather than distrubuted.

tiny saffron
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I just boarded the plane to Orlando… so I’ll take a look at it when I’m at the hotel… or tomorrow

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Also, I take this as you wanting to use horde for UBA rather than CI? At least in this case

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Main thing I see is that its not picking up the xml because its still using parallel executor rather than UBA…

pearl vale
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Yes.

-- Also -- are you going to UE Fest ? i'll be in orlando on Sunday. 🙂

tiny saffron
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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

tiny saffron
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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

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otherwise your config itself looks correct

pearl vale
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hmmm i dont have that folder at first glance, my p4 workspace may be trimming it ... let me double check

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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?

tiny saffron
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just created the hierarchy manually 🙂

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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

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UE 5.6 finally introduced full support for INI based configuration inside the engine ini files instead of xml

pearl vale
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ok, moved (not copied) to :
X:\code\marwan_dsk3_bs\Engine\Restricted\NotForLicensees\Programs\UnrealBuildTool\BuildConfiguration.xml

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same result, though.

tiny saffron
pearl vale
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im just hitting f7 in the IDE

tiny saffron
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hmm, that's weird, it should pick it up and automatically attempt to use UBA, it's been done this way since UBA existed