UBA mostly doesn't need Perforce and Horde isn't as good as the GitHub, gitlab etc.
UGS (the tool that pulls down the latest engine version for artist) is pretty perforce centric.
UBA mostly doesn't need Perforce and Horde isn't as good as the GitHub, gitlab etc.
UGS (the tool that pulls down the latest engine version for artist) is pretty perforce centric.
Wasn't aware that Gitlab could do distributed compilation.
Horde configurations can only live locally or in Perforce: https://dev.epicgames.com/documentation/unreal-engine/horde-...
Horde only supports Perforce today: https://dev.epicgames.com/documentation/unreal-engine/horde-...
UBA and Horde go together pretty well- in fact I've never seen a distributed-UBA deployment without a horde one (SN-DBS, Fastbuild or if you're wealthy: incredibuild are much more popular), but adaptive unity builds check for a read-only flag; which is how Perforce treats checked-out/changed files but not git.
I meant that, as a web accessible build and review tool, Horde is not as good as the rest of the big players. You would still use gitlab et al to run your UAT script and that would do whatever distributed build you want.
I agree that it might not be feasible advice to try to force of of these other SAASed into the mix. It's just that Horde lacks a lot of niceties that the greater tech community has.