Feature

Perforce in. Packages out.

Submit to your stream and get a packaged build back, without a build machine sitting next to your server. Unreal Cloud syncs the exact changelist, then compiles, cooks and packages it in the cloud. On GitHub instead? That works just the same.

Perforce · //NineLives/mainPassed
change 48213 · Fix door collision · a.rivera
sync 12,438 files · 8 connections
build compile · cook · package
artifact Windows.zip · 676 MB
Triggered by submit · ssl:perforce.ninelives.dev:1666

Know exactly what you're testing

Every build is pinned to the changelist it synced. “Which build has my fix?” now has a one-word answer: the changelist number.

Submit, and it builds

A tiny trigger on your server starts a build the moment a submit lands. Nobody has to remember to click anything, and nobody waits on it.

Read-only, by design

Unreal Cloud gets a read-only account over SSL, from one IP address you allow, and checks your server's certificate every time. It can't submit a thing.

Easy on your server

Builds reuse one workspace per stream and leave no file records behind, so your server's database stays lean. Syncs run in parallel when your server allows it.

Set it up

  1. Allow Unreal Cloud's IP address on your Perforce port
  2. Create a read-only service account
  3. Connect the server in your project settings and pick the depot
  4. Add a preset for each stream to build, and a trigger to build on submit
Full setup guide

Questions

Does my Perforce server need to be reachable from the internet?

Yes, over SSL. Unreal Cloud connects from one fixed IP address, so your firewall only needs to allow that address.

Does it work with Perforce's free tier?

Yes. Each stream you build uses one workspace on your server, and the free tier allows 20, shared with your team.

Do build results show up in P4V?

No. Perforce has nothing like GitHub's checks, so build status is shown in the dashboard, and in Slack, Discord or webhook notifications if you set them up.

All features

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