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Added attributes support for LFS locking without LFS asset storage
Added support for LFS text assets
Made UpdateProject.bat script much more resilient to failures on some file systems
Config
Made most config keys optional with common defaults, or just in time requirements for optional features
Datasync
Added preliminary BuiltData uasset build store to externally store BuiltData outside of source control
Binaries
Added new build binaries mode, which generates SLN and builds binaries every sync (for an always build workflow)
Sync
Enhance support for plugin content when maintaining LFS locks
Added git pull live log stream so that users can see the progress of long downloads without thinking it's stalled and cancelling
Added git lfs pull command to sync, to allow for verification of LFS pointer integrity across the entire repo
Fixed a bug where the repo was attempted to be accessed by PBSync before Git Credential Manager was setup, causing a bad user authentication flow
Made autosync the default, so the repo is updated on all status branches
Worked around an issue with LFS install paths being incorrect in some cases
Added support for the latest GCM installation paths
Fixed erroring out when project version was missing, even if having a project version is not required due to no binaries sync flow
Fixed an incorrect error message when encountering conflicts on fast forward merge pull mode
Fixed a stall with LFS lock maintenance when CPU has 64 threads or more
Fixed a bug where --debugbranch param would not sync if the branch was not part of the branch list
Launch
PBSync is now much more robust with some faulty Unreal Engine file association configuration. It will make its best effort through many different means to launch the project and inform the user on how to fix it.
Engine
Symbols are now removed if they are disabled after downloading them
Optimized engine remote sync with GCS by checking if there are any files to sync before listing directories on the local for synchronization
Fixed engine directory prompt appearing due to changes in engine source folder handling
Fixed SLN and prereqs not updating when switching between installed build and source build
Engine source folder now switches to the main branch if not on a working tree of the engine prefix base branch
Improved multi-platform support for various engine commands
Fixed engine sync command having faulty output when custom engine downloads were not enabled for the project
Build
Publish
Added new system for supporting multiple different publishers
Added support for Itch.io publishing through butler
Work around Discord authentication expiry
Made publish command value dynamic, so you can have as many branches as you configure through the publishing tool.
Editor
Enhanced how editor binaries are cleaned up before a --build package
Editor binaries are now always built with the installed build, even if an engine source directory is available. You can set your engine source directory to use otherwise using the ue4v-user.source_dir config
Installed build
Added --build installedbuild to build an installed build using an engine source folder and upload to GCS, auto-incrementing the changelist number. Also sets up a local cache for your UE download directory
DDC
Added support for the FillDDCForPIE plugin with --build fillddc. Launches the editor with EnumerateForS3DDC and runs the FillDDCForPIE automation command.
Release
Added errors for not having a project version set, or having no git-chglog or gh cli executable installed
Autoversion
Changed --autoversion parameters from hotfix, update and release to patch, minor and major, respectively, to use standard SemVer syntax
Fixed --autoversion not working on a fresh project config which did not already have project version set