Pull jobs
A pull job is a request to deliver props, with everything they depend on, into an Unreal project. You queue the job from the library; the Unreal plugin, running in an editor with that project open, picks it up and places the files. The Pull Jobs page shows every job in the workspace and what happened to it.
Queue a pull job
Section titled “Queue a pull job”You can start a pull from several places:
| Where | Button |
|---|---|
| A prop’s header | Pull |
| A prop’s Dependencies tab | Pull this |
| The Cloud Library selection bar | Pull selected |
| A variant strip on a prop’s Overview tab | Pull selected variants (N) |
| A collection | Pull collection |
| A prop’s version history | Pull this version (pins that exact version) |
Each opens the Pull to project dialog.
-
Choose the Target project. The list shows your workspace’s projects, most recently used first. To pull into a project that isn’t listed, choose New project… and enter its name, which is the name of its
.uprojectfile. -
Optionally enter a Destination root, the folder in the project where the files go. Leave it empty to use the project’s default root, or
/Game/Prophousewhen the project has none. -
Click Queue pull job.
The job opens right away. If any of the props are deprecated, you’ll see a warning, but the pull still goes ahead.
Prophouse works out the full set of files to deliver when you queue the job and saves it with the job. Versions pushed afterward don’t change a queued job.
The Pull Jobs page
Section titled “The Pull Jobs page”The table lists each job’s number (Job), Project, Status, number of Entries and Objects (files), total Size and Created date. Filter it with Filter by project… and the status menu. Export CSV saves the listed jobs, and Refresh reloads. Statuses update automatically while a job is running.
| Status | Meaning |
|---|---|
| queued | Waiting for an Unreal editor with the target project open to pick it up. |
| claimed | An editor has taken the job. |
| running | The editor is placing files. |
| done | Finished. The report is available. |
| failed | Stopped with an error, shown on the job page. |
| cancelled | Cancelled. |
If an editor takes a job and then stops responding, the job goes back to queued so another editor can pick it up.
You can Cancel a job while it’s still queued, if you requested it or you’re an admin.
A job’s page
Section titled “A job’s page”Click a job to open Pull job #N. It shows:
- Target project, Destination root, Scope (props, files and total size), Engine version of the editor that ran it, and Created and Updated times.
- Entries, the props you asked for, with deprecated ones marked.
- Pull report, once the job finishes. It’s split into Added (with the action taken for each file), Skipped identical (files already in the project with the same content), Conflicts (with how each was resolved) and Failed (with the error). Each lists the asset and its destination.
A failed job shows its reason in a banner at the top.
For how the plugin claims and imports jobs, see Pull jobs in Unreal.
Projects
Section titled “Projects”The Projects page lists the Unreal projects your workspace pulls into. A project is registered automatically the first time a job targets it, so you rarely need to add one by hand.
Registering a project yourself lets you set its default destination root before the first pull. Enter the Project key (.uproject name), optionally a Default root such as /Game/Prophouse and Notes, then click Register project.
The table shows each project’s Default root, how many Pull jobs it has had (click the count to see them on the Pull Jobs page, or Never pulled), when it was Last used, and Notes. Edit changes these values; a blank field clears it. Remove, then Confirm remove, takes the project off the list without affecting its pull jobs.
When you pull into a project with a default root, the pull dialog shows it in Destination root and uses it if you leave the field empty.
