Error Reading Txt File Build Was Not Found in the List Aftermath
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This page describes how to configure UnrealGameSync (UGS) for deployment as a studio.
Orientation
The source code for UnrealGameSync is under Engine/Source/Programs/UnrealGameSync
.
The UnrealGameSync solution consists of the following projects:
Project | Description |
---|---|
UnrealGameSync | The primary plan. |
UnrealGameSyncLauncher | Launcher for UGS, which automatically updates the primary program executable when a new version is available. |
MetadataServer | REST API that deploys alongside UGS to enable its full feature set, including commenting on builds, voting on build health and mark bad builds, and displaying Continuous Integration Organization (CIS) results submitted past PostBadgeStatus. The Metadata Server must be deployed to the Windows Server machine with IIS seven.0 or higher and .NET 4.half dozen.2 installed. |
Installer | MSI installer for UnrealGameSyncLauncher. This is typically used to go the launcher on developer machines, which can and so automatically update and run the programme from Perforce. Requires Wix 3.8 to build. |
PostBadgeStatus | Utility to push build results to a MetadataServer instance. |
Configuration
Deployment settings for UGS are specified in Engine/Source/Programs/UnrealGameSync/UnrealGameSync/DeploymentSettings.cs
. You tin can alter this file with settings for your own squad, and so compile them into the executables you distribute.
These settings are:
Setting | Clarification |
---|---|
| URL of a running case of the metadata service (see beneath) used to surface information to developers. |
| The default Perforce depot path that UnrealGameSyncLauncher should sync UnrealGameSync executables from. See beneath for how this binder should be laid out. |
| Whether to post telemetry about build times to the metadata service. |
Car-Update
To enable development on UGS out of band with different branches and projects, we distribute UGS via a cocky-patching mechanism that leverages Perforce for versioning.
A rarely updated launcher awarding is manually installed on each developers machine (UnrealGameSyncLauncher) using a Microsoft Installer (MSI) parcel (the 'Installer' project). Installing this creates a start-menu icon, and running it syncs the latest UGS executables from Perforce and runs them. That path is monitored, and if new executables are submitted, the programme restarts and re-syncs them.
No workspace is required for these files to be synced; they are fetched from the Perforce server in a stateless mode.
Wix 3.viii is required to build the installer.
The path that UnrealGameSyncLauncher uses to update the awarding is specified past the DefaultDepotPath
variable compiled into the awarding via DeploymentSettings.cs
(link above). This folder should be laid out as follows (instance for DefaultDepotPath = "//depot/UnrealGameSync"
):
//depot/UnrealGameSync/
Release/UnrealGameSync.exe
//depot/UnrealGameSync/
Release/UnrealGameSync.exe.config
//depot/UnrealGameSync/
Release/UnrealGameSync.pdb
//depot/UnrealGameSync/
Release/Ionic.Zip.Reduced.dll
//depot/UnrealGameSync/
UnstableRelease/UnrealGameSync.exe
//depot/UnrealGameSync/
UnstableRelease/UnrealGameSync.exe.config
//depot/UnrealGameSync/
UnstableRelease/UnrealGameSync.pdb
//depot/UnrealGameSync/
UnstableRelease/Ionic.Zip.Reduced.dll
There are two copies of UnrealGameSync checked in — one under the "Release" folder, and a second under the "UnstableRelease" folder.
The executable under the Release
folder is used by default, but the UnstableRelease
binder can be used to distribute test builds to users that opt in to information technology via the Application Settings dialog in UGS, or by holding down the shift primal while starting the launcher.
New versions of UnrealGameSync tin can be pushed out merely by submitting new executables. The application volition poll the folder for submitted changes, and restart and re-sync the binaries if any new changes are found.
UGS can communicate with a spider web service to share information between team members. While it tin run without this being ready, some of the more than powerful collaboration features will not be bachelor:
-
Surfacing build results and providing desktop notifications for build breakages
-
Allowing users to marking changes as good and bad, and indicate to other team members that they're investigating a problem with the build
-
Showing which users are synced to which changes
The metadata service is implemented with ASP.Net and requires setting up a MySql instance for the database backend.
It is recommended to host an IIS instance with the MetadataServer and the database backend on separate machines, equally the database process should (ideally) exist available to consume all available machine resources — nonetheless, this is non necessary.
Setting up the MySql Backend
Before continuing, annotation that the minimum requirement is MySQL eight.0.
To gear up the MySql backend, perform the post-obit steps:
-
Download the newest version of the MySql installer: https://dev.mysql.com/downloads/installer/
-
On Choosing a Setup Type, select Server Only.
-
In the Configuration Steps, set up:
-
High Availability: Standalone MySql Server
-
Type and Networking: Either Server Computer if sharing with the IIS instance as mentioned above, or Defended Server if it is on a separate instance. Go out all the TCP/IP configuration and ports as their defaults.
-
Authentication Method: Apply Strong Password Encryption
-
For Accounts and Roles:
-
Selection a root username and password.
Practice non lose the password because this is the master account to the database.
-
Add some other user as a service account that your IIS instance will apply to connect.
Do non use the root account.
-
-
Windows Service (assuming the installation is on a Windows machine): You can leave these options solitary.
Install MySql Workbench on your local workstation: https://dev.mysql.com/downloads/workbench/. With MySQL Workbench, y'all can view and dispense the database. Besides, you can perform administrative tasks such as backups and restores.
-
Troubleshooting
Disabling ONLY_FULL_GROUP_BY
If yous enable the ONLY_FULL_GROUP_BY
function, y'all may run into errors while running the MySQL script. Yous can disable this function by either running a command (Method 1) or by modifying the MySQL option file (Method 2).
Method i: Running a Control
Get-go MySQL server from the command-line and run:
mysql > Prepare GLOBAL sql_mode=(SELECT_REPLACE(@@sql_mode, 'ONLY_FULL_GROUP_BY', ''));
Method 2: Modifying the Option File
Required: If you lot do not know how to utilise MySQL options files, read the MySQL 8.0 Reference Manual, Using Option Files.
-
Locate and open up the
my.cnf
option file. -
Run this query to check
sql_mode
:SELECT @@sql_mode;
-
Review the query result, which should be similar to these values:
ONLY_FULL_GROUP_BY,STRICT_TRANS_TABLES,NO_ZERO_IN_DATE,NO_ZERO_DATE, ERROR_FOR_DIVISION_BY_ZERO,NO_ENGINE_SUBSTITUTION
-
Edit
my.cnf
past entering the followingsql_mode
statement (under [mysqld]) with the values from the previous footstep:sql_mode=STRICT_TRANS_TABLES,NO_ZERO_IN_DATE,NO_ZERO_DATE, ERROR_FOR_DIVISION_BY_ZERO,NO_ENGINE_SUBSTITUTION
Note that the statement does not include the
ONLY_FULL_GROUP_BY
value. -
Restart the MySQL server.
Setting upward the Metadata Service
To fix the metadata service, perform the following steps:
-
Change UGS executable to set ApiUrl
-
Ensure that ASP.NET Web Publishing tools are installed. Y'all can observe this package in the Visual Studio installation. If you don't have this package installed, building the project will fail with a "TransformXml task not institute" error.
-
The project does not ship with a traditional
web.config
file, but instead comes with aspider web.template.config.xml
, which is transformed against the.debug
and.release
XML files to dynamically produce aweb.config
. You want to check thespider web.template.config
into source control, nonweb.config
. -
In the
.debug
and.release
XML files, you can specify the path for where the MySql database will alive via the "Connection Cord" property. This will expect like a standard MySql Connexion string:<add together proper name="ConnectionString" connectionString="server=localhost;UserId=service_account_username;password=service_account_password;" providerName="MySql.Information.Client"/>
service_account_username
andservice_account_password
are the business relationship credentials entered during the MySql setup process. -
The database is seeded automatically the first fourth dimension the site is launched.
To verify that the server is configured correctly, open up servername.com/api/latest
in a web browser. You should see something similar this:
<LatestData xmlns:i="http://www.w3.org/2001/XMLSchema-example" xmlns="http://schemas.datacontract.org/2004/07/MetadataServer.Models"> <LastBuildId>0</LastBuildId> <LastCommentId>0</LastCommentId> <LastEventId>0</LastEventId> </LatestData>
To ensure that the database initializes properly, the site will finish if it cannot be created or found. If yous deploy your site and receive a 404 fault, this is likely the reason. Check your connection string and if on separate instances, the IIS instance tin can communicate with the database.
Integrating with your Build Process
Badges
UGS can surface build system results (and notifications that a build is "in progress") via Badges shown in the listing of submitted changelists. If the build breaks, it will show a notification to developers that have submitted since it last succeeded. Clicking on a bluecoat opens a web browser at a URL containing the build log.
This information is stored by the Metadata Service, and entries can be added to information technology using the PostBadgeStatus utility.
PostBadgeStatus
The command-line syntax for PostBadgeStatus
is as follows:
PostBadgeStatus.exe //(The badge proper name that will appear in UGS.) -Name=Editor //(The changelist being compiled.) -Change=123456 //(The project to testify the badge for. Note that this is the path to a folder, not the actual .uproject file.) -Project=//UE4/Principal/Samples/StarterContent //(The base URI where UGSAPI is deployed) -RestUrl="http://ugsapi-server.net" //(The condition of the build. Valid values are 'Starting', 'Failure', 'Alert', and 'Success'.) -Condition=Success //(If a user clicks on a bluecoat, this is the link that takes the user to the build log.) -Url=http://link-to-build-log
Customizing for your Project
Branding
You can add a project logo to be displayed in UGS by placing a Build\UnrealGameSync.png
file in the directory containing your project. The image will be scaled to a summit of 126 pixels.
We recommend pixel dimensions of 200x126.
Experience free to download this reference prototype.
Projection Config Files
You can customize the style that a projection is presented to users with a projection-specific config file. Project config files should exist submitted to Perforce every bit <ProjectDir>/Build/UnrealGameSync.ini
.
The following settings are available:
-
By default, UGS only displays build failure notifications resulting from changes to the project's source lawmaking. If you lot take any badges that should be shown to developers submitting content, whitelist them as follows:
[Notifications] +ContentBadges=Content
-
If you add clickable buttons to a CL's description column, the corresponding buttons, when clicked, take users to a URL past running a regular expression over the CL description. For example, the following use case adds a badge side by side to every CL with a
#jira
tag with a link to the corresponding event in Jira:[Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\due south*:?\\s+([A-Za-z]+-[0-9]+)", Name="$one", Group="Jira", Colour="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.yourcompany.net/browse/$ane")
The following attributes were used in this example:
Attribute
Description
Pattern
Specifies a regex to match; it may capture portions of the matched text, which can be substituted subsequently.
Label
Specifies a characterization appearing on the badge.
Group
Specifies an arbitrary identifier, grouping related badges rather than separating them with whitespace.
Color
Specifies hexadecimal RGB values for badges.
HoverColor
Specifies hexadecimal RGB values for badges on hover.
Url
Specifies the path to open up with a C# Procedure. Open telephone call when the badge is clicked.
-
Add a "Message of the day" along with a status panel colour corresponding to a particular branch:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] Message=:alert: Lock-downwardly for fixes is **five pm on Friday**. Only fixes for the one.two.iii release should be submitted to this branch. 123 issues are remaining as of i/23. StatusPanelColor=#e20000 Using the StatusPanelColor selection enables you to easily identify streams. Additionally, when using the Message selection, a express subset of Markdown is supported, including: [spider web links](http://www.google.com) *italic* _italic_ **bold** __bold__
Icons are supported using
:icon:
syntax; notwithstanding,:alert:
is the only icon that is currently available. -
Customize the size and arrangement of badges in the CIS column:
[Default] ColumnWidth_CIS=580 +BadgeGroups=Editor +BadgeGroups=And, Lin, PS4, XB1, Win, IOS, Mac, Swi +BadgeGroups=Content
-
Ascertain project-specific sync filters with the following:
[Options] +SyncCategory=(UniqueId="d9610e2f-7f6f-4898-bc98-d39dd7053d75", Proper noun="FirstCategory", Paths="/MyGame/Content/Foo/...")
-
UniqueId
should be a randomly generated GUID. -
Name
displays in the UGS UI. -
Paths
can be separated by semicolons.
To alter existing category settings, specify its
GUID
, which is in theDefaultSyncCategories
assortment in.../UnrealGameSync/Workspace.cs
. By default, UGS will suspend your specified paths to the existing listing, but settingArticulate=truthful
volition supplant information technology. -
Precompiled Binaries
To enable users to download precompiled Editor builds instead of compiling locally, you can submit a aught file containing the required binaries to Perforce, and have UnrealGameSync sync and excerpt that instead. Doing so uses the same user interface equally compiling locally, but whatever changes that don't have matching binaries volition exist greyed out. One time configured, users can opt in to using precompiled binaries by checking the Sync Precompiled Binaries particular nether the Options menu.
To configure a path for precompiled binaries, add a Build\UnrealGameSync.ini
file under your project and reference a location on the Perforce server where they are submitted, like this:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] ZippedBinariesPath=//UE4/Dev-Binaries/++UE4+Main-Editor.zip
It is recommended to use a location outside of your regular development stream for precompiled binaries, to avoid churn for anyone not using them. It is not necessary to maintain a separate workspace for this; UnrealGameSync will fetch them in a stateless manner using the same login credentials that information technology uses to sync files.
Information technology is not necessary to gear up a metadata server to apply precompiled binaries; the corresponding changelist for each nada file revision is parsed from the changelist description (it should offset with the tag [CL 12345678]
).
An case script showing how to create and submit editor binaries in the correct format is bachelor at: Engine/Build/Graph/Examples/BuildEditorAndTools.xml
And a typical command-line to run it is every bit follows:
Engine\Build\BatchFiles\RunUAT.bat BuildGraph -Script=Engine/Build/Graph/Examples/BuildEditorAndTools.xml -Target="Submit To Perforce for UGS" -set:EditorTarget=ShooterGameEditor -set:ArchiveStream=//UE4/Dev-Binaries -p4 -submit
This will submit a zilch file to //UE4/Dev-Binaries/++UE4+Main-Editor.zip
, where ++UE4+Main
is the name of the current branch with slashes escaped equally '+' characters. The same path should exist set as the value for ZippedBinariesPath
in UnrealGameSync.ini
.
Additional information most using BuildEditorAndTools.xml
tin be constitute in the comments at the start of the file.
Sync Filters
Sync Filters
Source: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UnrealGameSync/Reference
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