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Merge pull request #212 from ynput/feature/support_deadline_in_unreal
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Added documentation for Deadline and Perforce support in Unreal
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kalisp authored Aug 8, 2024
2 parents 96a8d81 + beebbe1 commit dfd6fec
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53 changes: 53 additions & 0 deletions website/docs/addon_unreal_admin.md
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Expand Up @@ -38,6 +38,59 @@ To use a custom path for the compiled plugin, you need to set an environment var

You can set this variable either in Ayon Studio Setting in `applications/unreal/environment`, or, from there, to a specific version of Unreal.

### Farm rendering via Deadline

AYON Unreal integration supports rendering on Deadline, please take a look how to setup Deadline [here](addon_deadline_admin.md).

Deadline requires Render Queue and Render Settings uassets to be physically present in unreal project at expected locations.

By default they are expected at these paths:
- `/Game/Ayon/renderQueue`
- `/Game/Ayon/DefaultMovieRenderQueueConfig.DefaultMovieRenderQueueConfig`

These could be modified by AYON admin in `ayon+settings://unreal/render_queue_path`.

![Unreal AYON Render Queue and Settings](assets/unreal_render_queue_and_settings.png)

Deadline workers need to expose location of Unreal editor for rendering via `UnrealExecutable` (or `UnrealEditorExecutable_5_4` for specific version) environment variable.
This variable could be set locally on the workers as needed or could be set and controlled by AYON by setting it in
`ayon+settings://applications/applications/unreal/variants/3/environment`

Default value could be there as:
```
{
"UnrealExecutable": {"windows": "C:/Program Files/Epic Games/UE_5.4/Engine/Binaries/Win64/UnrealEditor-Cmd.exe"},
}
```
Please notice platform suport with `windows` key (could be also `linux` value).


### Perforce support

There is also a Perforce support for rendering on a Deadline. `ayon-version-control` addon needs to be installed and configured for that.
(Install addon from AYON Marketplace or from https://github.com/ynput/ayon-version-control).

This addon requires configuration in `Studio Settings` where `Perforce` should be selected as `Backend name`, `Host name` and `Port` filled.

Each artist using this integration need to configure their `Local Setting` in `ayon+settings://version_control/local_setting?project=ayon_test&site=XXX-YYY-ZZZ`

![Unreal AYON Local Settings](assets/unreal_perforce_local_settings.png)

It is expected that value in `My Workspace Directory` would be pointing to existing and configured Perforce workspace on artist machine.
Initial checkout from Perforce should be done by P4V tool.

AYON Perforce integration handles currently only rendering from P4 on Deadline, commits to Unreal project should be done in P4V or with
official Unreal Perforce plugin inside of Unreal editor.

Each Deadline worker for this integration need to have set env vars:
- P4PORT (`perforce_host:1666`)
- P4USER
- P4PASSWD

Again these variables could be set locally on the worker or be controlled by AYON in `ayon+settings://applications/applications/unreal/variants/3/environment`.
Please make sure you are modifying appropriate `Variant` of Unreal application as this configuration is separate.


## Manually installing Qt bindings

It might happen that automatic installation of th Qt bindings into Unreal fails. It that case here are manual steps that can be taken to amend it:
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38 changes: 38 additions & 0 deletions website/docs/addon_unreal_artist.md
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Expand Up @@ -599,3 +599,41 @@ Once the render is finished, you can publish the render. Click on the AYON icon
- Select the ones that you want to publish, and click on **Publish**.

![Unreal AYON Tools Publish](assets/unreal_ayon_menu_publisher.png)

### Farm rendering

Unreal integration also supports rendering on Deadline. Process of creation of render instance is same as higher, difference is in
selection of `Farm rendering` in `Render target`.

Deadline rendering process expects physically existing Render Queue and Render Settings uassets in the Unreal project.

By default they are expected at these paths:
- `/Game/Ayon/renderQueue`
- `/Game/Ayon/DefaultMovieRenderQueueConfig.DefaultMovieRenderQueueConfig`

These could be modified by AYON admin in `ayon+settings://unreal/render_queue_path`

![Unreal AYON Render Queue and Settings](assets/unreal_render_queue_and_settings.png)

### Perforce integration

If Perforce integration is enabled by configured `ayon-version-control` addon in the bundle, artists could sync to any previous
changelist via small dialog that will open before opening Unreal editor.

Artist need to have its Perforce username, password and path to existing configured Perforce workspace configure in `ayon+settings://version_control/local_setting?project=ayon_test&site=XXX-YYY-ZZZ`

![Unreal AYON Local Settings](assets/unreal_perforce_local_settings.png)

Any line with changelist could be selected and synched by `Sync to` button. When synching process finishes, it will be highlighted under the list of changes.

It is expected that commits in Unreal projects will be done inside in Unreal editor official Perforce tool or via `P4V`

![Unreal AYON Changes Viewer](assets/unreal_changes_viewer.png)

Additional automatic instance will be created in Publisher to highlight last existing changelist id. This information will be
published to AYON server, will be used to Perforce on Deadline to synchronize to that changelist before rendering and might be used in future enhancement of integration.

Name of the instance will start with `changelist_metadata` prefix and instance must be enabled to trigger usage of Perforce on the Deadline.
(Without it Deadline could render just from current state of Unreal project file.)

![Unreal AYON Changelist Metadata](assets/unreal_perforce_changelist_metadata.png)
Binary file added website/docs/assets/unreal_changes_viewer.png
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