Adding my comment from the Unity Asset store page for P4Connect;
"From what I can tell, the GetDeepSelectedEffectivePaths call uses Selection.GetFiltered(typeof(Object), SelectionMode.Assets), which should actually be SelectionMode.DeepAssets instead."
Doing this effectively makes add/edit/delete recursive and acts the same as p4 and p4v.
Adding my comment from the Unity Asset store page for P4Connect;
"From what I can tell, the GetDeepSelectedEffectivePaths call uses Selection.GetFiltered(typeof(Object), SelectionMode.Assets), which should actually be SelectionMode.DeepAssets instead."
Doing this effectively makes add/edit/delete recursive and acts the same as p4 and p4v.