#source-control

1 messages · Page 8 of 1

vale basin
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Also that, but that still comes down to adjusting to workflow by breaking up submits.

analog lodge
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We walked through the process together first time we did it, but yeah, he also managed to check out a complete folder with all subfolders that had nothing to do with his project...

vale basin
#

P4 does handle large files, it's kind of the reason it's the defacto standard in games

analog lodge
#

Could an interruption in the internet connection cause something like that?
and yeah, that might be true, but games probably doen´t use 20GB alembic cache files regularily...

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We´re producing linear content for TV with it.

#

I have another idea though.

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I set up a master template project and mapped paths so every new project imports and import+ certain folders from that project.
In order for other users to not mess up those imports, I also made sure only my user has permission to submit to that project.
So, I never had any issues submitting, but he might have had an issue.

#

Usually there would only be an error message though, if I tried submitting files to a "import" only folder, I never got any file locking because of this, so thats what I don´t understand.

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Actually, I think I figured out the cause.

#

he used some bad characters (german umlauts)...äÖ etc.

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I´ve had that issue before, so I just gotta figure out how to proceed.
Probably rename in Unreal first and then revert the submitted files in the changelist with the bad names and resubmit them with the good names.

analog lodge
#

Ok, yeah, that works. rename in Unreal and save. That results in an error, but the assets get saved with the new name anyways.
Then revert bad character names files in the changelist and then submit good character files.
There is still something funky going on though, we had to cancel another submit to test this and after cancelling, all the files in that submit list got locked again.
Its seems to be submitting correctly now though.
100gb Alembic cache, jeez.

torpid spruce
#

Heyo folks hope you are doing well,
I'm wondering if anybody knows of a way to make use of the source control features when using multiple git repos in plugins, I have 6 individual repos for a project, the base project and 5 which are in the plugins folder. Any content within them is expectedly not able to be picked up by Unreal's source control management. Being able to diff would be really useful.

Does anybody have any tips as to how to manage this kind of workflow? I'm seeing murmurs online of git submodules and subtrees but not within the context of Unreal and I'm wondering if they may be the right route to look into, if anyone has any knowhow please do let me know!

late jungle
#

If I want to remove and add a file to a perforce depot to make sure it uses the latest version of the typemap, how should I do this? Should I delete it and add it again?

woven sluice
late jungle
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The thing is that both the typemap and the p4ignore were not entirely setup when the pretty large project was submitted. So now I'm torn between resetting the repo entirely or fixing some of the files. For instance a bunch of files are on there that shouldn't have been, now the ignore file does its job but they're still there of course...

woven sluice
#

the ignore problem might take a bit of manual culling but the typemap... keep looking you might find a way to automate it

late jungle
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On the other hand we haven't had any workflow issues because of it

worn iris
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P4v was working fine but now whe connecting it says no workspace found? Was absolutely fine earlier today

spiral flint
#

maybe username case-sensitive

open lynx
#

Does anybody know, why this might happen? One blueprint does not stage no matter if I do it using console or any UI

fair monolith
#

Or git add path/to/file ?

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If neither of those works, then maybe try to close UEditor before you perform a Git op and see if that makes a diff.

open lynx
copper sedge
#

Hey guys I am planning to use the source for 4.27 in git. Is there anyone here that has done this before? What should be my .gitignore file?

fair monolith
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This is for UE5 but UE4 should be the same I think

copper sedge
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this is for the project. I am looking one for the engine code

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if there is any difference I am not sure

fair monolith
#

If you use Git, why not just fork the engine on GitHub?

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That's the suggested methodology.

copper sedge
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I did it but when I make changes to the engine I want to send them to other users

fair monolith
#

Push changes to your own branch on your own fork.

copper sedge
#

hmm I guess I dont have the fork now

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Is there a way to recrate it by showing the folder for example?

worn iris
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Seem to be having an issue w source control, it seems that its sometimes not actually uploading everything which as u can guess is a bit of an issue lol. I made some changes just before submitting, I deleted the files I had on my workspace then forced redownloading the latest revision. When i opened it some folders were missing aswell as the changes i had just made hadn't been applied

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I tried reconcilling but its not added a couple of folders that luckily i had in a backup locally. Is source control just unstable or what am i doing wrong lol

oak dune
#

Has anyone tried to implement slack notifications with Perforce Helix Swarm with success? I'm trying to do only that, but nothing seems to happen. The logs shown in the admin's system page shows email errors only. I don't need emails, but I can't find documentation anywhere to disable that if that is what's holding up the process.

untold jacinth
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Since i installed git hub (which fail anyways because my project is too big).
The compilation takes a lot more time.
Should i remove github?
2>Using 'git status' to determine working set for adaptive non-unity build (C:...).
2>Waiting for 'git status' command to complete
2>Terminating git child process due to timeout

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why am i getting this "unity" message

teal bone
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Unity is a build mode used to speed up compilation.

untold jacinth
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and i cant even use it because my project is huge and with big assets

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so now this is just a nuissance

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damn i just want to remove github

woven sluice
#

@untold jacinth
you can self-host a git server and repo on your own computer if you can't pay for a hosted service
you can turn off unity build in your game modules if it's causing slowdowns (most people prefer it off anyway in your game project)

tight laurel
#
@    WARNING: REMOTE HOST IDENTIFICATION HAS CHANGED!     @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
IT IS POSSIBLE THAT SOMEONE IS DOING SOMETHING NASTY!
Someone could be eavesdropping on you right now (man-in-the-middle attack)!```

Good morning! Who else woke up to this? 😱
tight laurel
merry goblet
#

Hi, I'm using Perforce source control with UE4. My coder had trouble submitting to the Depot, so he's going to send me the latest version of project via Googledrive.
Please can someone let me know how to create a brand new Depot for this new project.
When I tried creating a new, blank Workspace, the Depot automatically populated itself with the previous project files even though the new Workspace was empty!
Thanks for any advice 😉

fair monolith
# merry goblet Hi, I'm using Perforce source control with UE4. My coder had trouble submitting ...

Here are instructions for setting up a new P4 Server + Depot for a Lyra Game Project. Your project will be different, of course, but you can still read this to get an idea how to import a project into P4.
https://x157.github.io/Perforce/

#

There are point-and-click ways to do this as well. You can point-and-click yourself if you like. The concepts are exactly the same, this just documents the command-line method.

pulsar parcel
merry verge
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Yeah. It seems to work pretty well from what I've seen, but at least for now it seems to just be for assets (and I guess verse?). Who knows if we'll ever get it or if it was always meant to just be a UEFN thing.

jolly fog
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Question: I just created my master project for my game, and set up perforce on Unreal 5 with the dedicated depot and everything. Do I also have to setup source control inside Visual Studio or does UE handle it already by itself?

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@true yacht can you help me out real quick
So right now I have the depot and it's full of useless vs stuff

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How do I go about fixing it?

true yacht
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I don't really know

jolly fog
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@queen mulch ?

true yacht
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yeh I just figured there was an admin way to just blow away the repo and restart

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and am too lazy to look

jolly fog
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Yeah so now I have an empty depot with just .p4ignore

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I'm gonna recreate the project in unreal, but how do I go about pushing it to the depot with only the right files?

quaint obsidian
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are they renaming to Unity Version Control?

long hull
late jungle
#

Does anyone know how to make perforce use an updated typemap for existing files?

late jungle
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found it p4 edit -t auto ... replace ... with your directory ie //DEPOTNAME/... to change all the files in your depot. Which for me was 90k+ so it might take a while

merry goblet
late jungle
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So I have a bunch of files on my perforce depot that were initially not ignored but now are. So changes they're never added to a changelist anymore but they are still on the depot. What would be a good way of getting rid of them? Because if I mark them for delete, the files will be gone but I only want them to be removed from the depot.

Is the only way to just copy all of them. Delete them on the repo. Paste them back in (and ignore existing files)?

late jungle
woven sluice
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It's purely a server-side operation

late jungle
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Sounds like exactly what I need though

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I'm guessing there's no version of it that automatically obliterates anything that's now being ignored?

woven sluice
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Don't think so, that'd be way too dangerous

late jungle
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Is obliterate the same as delete -k?

woven sluice
#

That I don't know, in the better part of ten years I still haven't learned most command line usage lol

lucid laurel
#

As a thank you to the helpful Unreal community 🙏 I wrote this guide to Get started with UnrealGameSync https://branched-ceramic-2dd.notion.site/Unreal-Game-Sync-Getting-Started-f2d96afbe09b456e95692cc3caac3764
I hope you find it useful 😁

Pilot Games on Notion

This Guide will contain the steps to setup a Perforce Server for UnrealGameSync. I won’t go into details and explain what has been already well explained in other Guides / Documentations. Have a look at the Ressources if something is unclear. I will share my thoughts and mistakes that I made on certain parts.

merry goblet
meager pewter
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Hi, Im working on UE5 project for college, I need to transfer my files back and forth from home to class. Is there any easy quick/efficient way to do this, because my zip files are massive and take forever to upload to onedrive, like half my lesson would go on just uploading stuff.

merry verge
# late jungle Does that only remove it from the depot or also locally?

Be very careful with obliterate, it removes all revisions of a file permanently.
A file marked for delete normally, when submitted, removes the file from your local workspace and the depot but it does so by adding a new revision such that you can undo the delete later if you want. Obliterate completely removes all revisions of a file such that it cannot be recovered from the server again.

woven sluice
woven sluice
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But for a school project might be a big hurdle to learn a complex vcs

meager pewter
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My UE project file is 37Gb, I tried using GitHub and Azure Devops but kept getting an error after waiting for ages to check my network connection or something...

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Tried again same error after it reaches 100%

woven sluice
#

If you already know a bit of git, you could of course use it

mild radish
woven sluice
#

Azure is supposed to be a bit more useful in the "free" department but I don't know its limits and probably still need to set up LFS somehow

mild radish
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Yeah, with LFS I'm using Azure DevOps without problems with a 24GB Project (Don't know 37 though, maybe the limit is along 30 or 35 and I didn't reach it yet)

meager pewter
mild radish
#

You just point your project to the repository HTTPS URL (does not work with SSH, beware 🙂 ) and make Unreal setup the LFS for you
You could still need to issue a "git lfs install" command in the root of the project, but you should be good to go after that

mild radish
fleet hare
#

hey i want to develop a game with my team. i want to use github to collaborate so my team and i can work together concurrently.
what happen if me and my friend A edit the same blueprint file,
for example i edited BP_Thirdpersoncharacter adding some mechanism,
at the same time my friend A also edit the BP_Thirdpersoncharacter.
how to merge the BP_Thirdpersoncharacter.uasset file? as far as i know that the file is binary file so it would difficult to merge a binary file with git ?

cyan jay
fleet hare
mild radish
tribal lynx
#

Does anyone have any experience with selfhosted hardware for version control?

#

i wonder if there are any specific brands of NAS or similar that work well...

woven sluice
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the hardware requirements are quite low for hobby/indie level work. i ended up going to a cloud VPS anyway both to speed things up a bit for all other team members and to spread my data to one more physical location

tribal lynx
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i see

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i sit on a 1000/500 connection

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But yeah i did some quality internet browsing and found some HW solutions

pale forge
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for source control I'm missing the create new changelists option how do I enable that?

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i see in some videos its a button right next to the 'refresh' option

reef oriole
pale forge
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I'm currently in 5.1

reef oriole
pale forge
#

UE 5.1 & Perforce

reef oriole
reef oriole
# pale forge

In UE 5.1, look for the little + button, it's now located right next to the list of Changelists

pale forge
#

wow I'm blind ok thanks!
I honed in on tutorials and just kept looking for the big button.

shy heron
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Does UEFN just use Perforce Helix Core or something different? We have been using SVN and have a lot of random issues with it, and the one in UEFN seems so fluid and functions well. I wanted to see if it is just Perforce or something custom?

jolly fog
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should I enable one file per actor with perforce?

merry verge
agile quarry
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does github source control also allow for collaboration on projects?

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It makes sense in practice, but is there something I'm missing

teal bone
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Sure.

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But don't put assets on there.

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Use a separate LFS git server for that.

candid sapphire
#

Hey how do you add c++ to a blueprint project without wrecking the project?

idle trail
#

Hey guys, I have both the Perforce client and server setup on my machine and I have it all hooked up to unreal (I can edit a file in unreal, save, commit, etc and it updates the Perforce server) but how do I set it up for my team members? Ive been trying for hours and just can't figure it out. Any help is appreciated.

teal bone
candid sapphire
agile quarry
vale basin
agile quarry
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I've seen some ppl in this server use azure devops

vale basin
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That's a popular one, but one I'd be careful about using. If you plan to use that and don't factor in a budget for it, there may come a time when it's not longer free and you are in a very difficult position.

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that said, it IS currently free, so no harm with using it until then, but i'd definitely factor in a budget for source control

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I personally run a locally hosted p4 instance, but have a small project with a few contractors that i just host on github. 2 data packs covers my needs by far. I chose github over azure as i am already familiar with github and 2 datapacks wasn't a huge factor in comparison to other project expenses

vale basin
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on azure? I'm not sure on the full details. The way i hear people talk is that it's unlimited and free, but that sounds too good to be true.

merry verge
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It is unlimited and free, they charge per user (but the first 5 users are free).
iirc there's some note in the docs that they may reach out if you go crazy with storage but there's no specific soft-cap.

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I don't know that I'd be specifically worried about them suddenly changing their minds - it's not like it'd be hard to move to another service using git. And in the meantime... it's free.

teal bone
main jasper
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Is there a way to get file at specific revision from P4V/P4 without updating local workspace to that revision/CL?
In SVN I could simply select revision in history and drag&drop to file explorer.

merry verge
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right click file in the workspace or depot tree > get revision... > choose the revision

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alternatively, select the file and look in the history tab (might need to show it in the view menu) > right click the revision you want > get this revision

woven sluice
tidal cloak
#

Hi everyone, I have a couple of .Uassets that require the use of Git LFS, but all the others don't. Setting up Git so that all .Uasset files use LFS would be quite wasteful of my bandwidth. Does anyone have any advice for setting up a workflow in which only specific .Uassets use LFS? Tracking a specific file using gitbash is of course an option but I was wondering if anyone could point me towards a better workflow

agile quarry
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can I use hamachi in order to be able to have the multi-user editing plugin work without having to actually be on the same LAN

small geyser
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Is there a set list for p4ignore and unreal of things to omit?

teal sail
small geyser
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Yeah I found one for IDE stuff with visual stuiods. Think I may have to try and look around for a rider specific one but prolly hit that up tomorrow

teal sail
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all of riders stuff should just get dumped into .intellij

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so just ignore that folder

small geyser
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gotcha ty

merry verge
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.idea, not .intellij

small geyser
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Ahh .idea

teal sail
small geyser
merry verge
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.idea/

small geyser
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ah ty

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well looks like for the most part its up and working

main jasper
merry verge
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there's a command line you can use, just gotta remember the command

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p4 print -o path/to/output.file //depot/path/spec

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that'll download a file from the depot to whatever path you specify

main jasper
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sweet, thanks

merry verge
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for a specific revision of a file it'll be //depot/path/spec#1234 fyi

warm grove
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When I pull the project from Perforce, every folder in the project is read-only, is this normal?
Here is my Perforce typemap setup

teal bone
#

Yes. Things are read-only until you check them out.

warm grove
teal bone
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Yes.

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I'm not sure it makes much of a difference with folders...

warm grove
small geyser
#

So, I just set up perforce with Rider and Unreal. This question I suppose is more focused on Rider aspects than Unreal, but want to ask in here just in case. It seems in order to Build within Rider I need to check out everything from the directory...
This doesn't seem right. Anyone know what I may be doing wrong?

merry verge
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from what directory

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BInaries? Intermediate? That'd be a problem with your perforce setup, not rider or unreal.

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Or not so much a problem as you're submitting files you shouldn't (or at the very least you're not using +w on binaries, and you should never submit intermediate).

small geyser
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I thought I had an ignore on binaries in my .p4ignore

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lemme post my p4ignore in here

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I copied most of this from a UE Dev off the forums but added the .idea for rider

*/Intermediate/*
*/Saved/*
*/DerivedDataCache/*
*/Build/*

# ignore rider files
*.idea/*

#Ignore resource files

*/obj/*
*/fbx/*
*/psd/*
*/tga/*

# Ignore root Visual Studio solution files. We do check in some sln files in subdirectories, so only ignore
# the ones found in the root.
/*.sln
/.p4sync.txt

# Ignore all Visual Studio temp files.
*.suo
*.opensdf
*.sdf
/Engine/DerivedDataCache/*
**/DerivedDataCache/Boot.ddc
**/DerivedDataCache/**/*.udd

# Ignore all Intermediate and Saved directories
*/Intermediate/*
*/Saved/*
# Ignore UBT's configuration.xml
Engine/Programs/UnrealBuildTool/*
*.uatbuildrecord

# Ignore built binaries and temporary build files
*/obj/*
*.csprojAssemblyReference.cache

# Ignore UBT's log output files
/Engine/Programs/UnrealBuildTool/*.txt

# Ignore Python cached files
*.pyc```
#

yeah I dont see the binaries in there now that I look

small geyser
# warm grove did you set server typemap?

Off the top of my head I have no idea what that is. I didn't see anything named that in the VCS settings in Rider for paths or perforce itself This is my first time doing any kind of server setup for perforce and unreal. And information to connect the two regardng workspaces and depos was spare.

warm grove
#

you could serach perforce typemap on unreal document,that said the setup of typemap will decide whether the file is read-only or writable

warm grove
merry verge
#

If you're ignoring binaries you don't need to touch the typemap.
Though you should setup the typemap to lock uassets anyway.

small geyser
#

Yeah I found the directions for typemap

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everything else looks like i did it right just not the typemap

warm grove
small geyser
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I'm the only person working on this thing anyways I just wanted a handy way to revert

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I had used perforce from a user perspective like 8 years ago so I Figured maybe I'd give it a go.

warm grove
small geyser
#

Yeah its frustrating I want to get back to coding I can still build things I just have to check out all of the depot which doesn't have binaries or anything in it So thats whats weird to me

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that's my depot for the most part

warm grove
small geyser
#

Yeah I make just purge my depot tomorrow and try again from scratch

small geyser
#

ahh may be wrong order

woven sluice
#

Nobody can help you if you don't share any info

#

Build output log

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Have you tried making a new workspace of your project and seeing if it builds? It looks like you succeeded at not having build artifacts stored in the repo so far

small geyser
#

Not even getting to that. I'm just trying to compile the Uproject. It wants me to rebuild manually.

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I know if I do it outside of VC it compiles fine. And if I check everything out - it'll compile fine. SO it has to be either ignore or typemap, but the typemap should be perfect...

merry verge
#

Except you haven't even shown what files it's complaining about

small geyser
#

I dunno I'm gonna have to sit down with someone tomorrow or this weekend and look at it step by step

merry verge
#

and ignores/typemap don't apply retroactively

small geyser
#

yeah I removed all the files

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and then added them again

#

I don't know how to show what you're talking about the only error I get is

merry verge
#

build from visual studio...

small geyser
#

Not using VS, using Rider but yeah build issue same stuff I had prior
UnrealBuildTool failed with exit code 0x00000006

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had to go through and ensure P4 was connected to it

#

and it appears to be

#

I'm gonna see if I can get with someone whose done this before and sit down and go through it to figure out what I'm messing up

merry verge
#

You need to show the full output...

#

rider connecting to perforce has nothing to do with builds failing

#

but looking at the full output log would tell you what's actually wrong.

#

on rider's build tab just hit this icon

small geyser
# merry verge on rider's build tab just hit this icon

Sending in two parts too long for one:

Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" AdventurerEditor Win64 Development -Project="B:\Perforce\Workspace\Adventurer.uproject" -WaitMutex
Log file: C:\Users\Forge\AppData\Local\UnrealBuildTool\Log.txt
Building AdventurerEditor...
Using Visual Studio 2019 14.29.30145 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (16 physical cores, 32 logical cores)
  Executing up to 16 processes, one per physical core
Building 1 action with 1 process...
[1/1] WriteMetadata AdventurerEditor.target
Unhandled exception: System.UnauthorizedAccessException: Access to the path 'B:\Perforce\Workspace\Plugins\Developer\RiderLink\Binaries\Win64\UnrealEditor.modules' is denied.
#
   at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
   at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
   at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize)
   at System.IO.Strategies.FileStreamHelpers.ChooseStrategy(FileStream fileStream, String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, Int64 preallocationSize)
   at System.IO.StreamWriter.ValidateArgsAndOpenPath(String path, Boolean append, Encoding encoding, Int32 bufferSize)
   at System.IO.File.WriteAllText(String path, String contents)
   at UnrealBuildTool.WriteMetadataMode.ExecuteInternal(CommandLineArguments Arguments, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\WriteMetadataMode.cs:line 194
   at UnrealBuildTool.WriteMetadataMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\WriteMetadataMode.cs:line 105
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648
Build failed at 11:05:18 PM 

It appears it may be Unhandled exception: System.UnauthorizedAccessException: Access to the path

merry verge
#

look at your ignore file

#

it doesn't ignore the plugins' binaries/intermediate directories does it

small geyser
#

lemme double check

#
*/Intermediate/*
*/Saved/*
*/DerivedDataCache/*
*/Build/*

# ignore rider files
*.idea/*

#Ignore resource files

*/obj/*
*/fbx/*
*/psd/*
*/tga/*

# Ignore root Visual Studio solution files. We do check in some sln files in subdirectories, so only ignore
# the ones found in the root.
/*.sln
/.p4sync.txt

# Ignore all Visual Studio temp files.
*.suo
*.opensdf
*.sdf
/Engine/DerivedDataCache/*
**/DerivedDataCache/Boot.ddc
**/DerivedDataCache/**/*.udd

# Ignore all Intermediate and Saved directories
*/Intermediate/*
*/Saved/*
# Ignore UBT's configuration.xml
Engine/Programs/UnrealBuildTool/*
*.uatbuildrecord

# Ignore built binaries and temporary build files
*/obj/*
*.csprojAssemblyReference.cache

# Ignore UBT's log output files
/Engine/Programs/UnrealBuildTool/*.txt

# Ignore Python cached files
*.pyc```
I tried to go off of what I found on the official forums from a UE guy but it was from like 2021
merry verge
#

So you're still not ignoring binaries

#

or +w-ing the plugins' binaries in the typemap

small geyser
#

do I need to do */Binaries/* then I am guessing

#
    binary+w //....dll
    binary+w //....lib
    binary+w //....app
    binary+w //....dylib
    binary+w //....stub
    binary+w //....ipa
    binary //....bmp
    text //....ini
    text //....config
    text //....cpp
    text //....h
    text //....c
    text //....cs
    text //....m
    text //....mm
    text //....py
    binary+l //....uasset
    binary+l //....umap
    binary+l //....upk
    binary+l //....udk
    binary+l //....ubulk

Would be my typemap

#

added Binaries to the ignore will give this a go tomorrow see if its still having issues

woven sluice
small geyser
#

Think I got it working. It had to be my p4ignore

#

the guide I was following had me doing it as .p4ignore I changed it to p4ignore.txt and told it to be that file by default and now its compiling and building without complaints

small geyser
#

Yeah everything is good and working now quite nicely.

warm grove
#

Enable Perforce source Control in UE, use Chinese for the description when submitting, and then look at the submission history, the description is full of question marks, and it’s fine if you use English.I checked on the Internet and said that both the perforce client and server should enable unicode. I haven't solved it for a long time. Has anyone done this before?

warm grove
thorn sigil
#

Hi there, for some reason one of my partners terrain didn't sync up with the other members after someone push a change

#

They've already update their workspace etc. We're using Plastic SCM by the way

small geyser
jaunty hornet
#

is there a P4 command for the server to find where the server files are located

#

Some idiot didn't document where it is
||That idiot is me||

thorn sigil
#

Is there a temporary fix for that issue for now?

small geyser
jaunty hornet
fresh spire
#

Hi there. I'm trying to setup source control for a project in my LAN. I work with my friends and need to share all changes and updates with each other. I tried to use Subversion, but now having some problems in commits from other pcs. Main repository is on my pc. I followed the guideline given here https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/SourceControl/SVN/ and it worked, until we started importing Quixel materials to the project. Could anyone help with that problem or suggest better and easier source control system for non-code projects?

How to setup SVN so that you can share assets with other on your team.

empty ingot
#

Hello, I have a pull request which has a conflict with a branch it's being pulled to, but the conflict is with a uasset file. I would like to be able to select which ones version of file I want to approve to the final pull, how can I do so?

jaunty hornet
#

why does running the p4d command in an incorrect folder create server files and launch a bare server

#

rather than telling you that there are no server files and that you should check your folder

cyan jay
jaunty hornet
#

I know, I broke my p4dctl config and I'm afraid of breaking the server if I fixed it

#

If only there was version control for version control...

#

I just made a backup of it right now and next week will be a calm week in the office, maybe I should take the opportunity then to fix it all up

cyan jay
#

You don't have backups of your server then?

jaunty hornet
#

No haha. Look it's a NUC and we're a team of two devs and the actual projects are backed up 😂

#

I solemnly swear I will change my ways though

cyan jay
#

😄

#

Fair enough, it's understandably at the bottom of everyones list. Until something like this happens 😄

woven sluice
#

Hey I mean it worked out for project zomboid HaroldHaha

spark harness
#

If I'm using a fully local git repo to manage versions of my Unreal Engine projects, and I put plugins in one version of it on one computer, will pulling it to another computer automatically have all the plugins installed?

#

It would all be on my epic account, it's just a way for me to easily transfer new versions of the project between my two computers. My vault would be the same on both computers

merry verge
#

vault/launcher/epic account are irrelevant

#

if you install plugins to your project and commit those files, then it's in the repro

#

if you install plugins to the engine then they're not in git and you'd have to manually install on every computer

spark harness
#

They would be in the project file

#

So it sounds like I'm good

merry verge
#

I don't mean in the project file

#

I mean in the plugins folder inside your project

#

as opposed to the plugins folder inside the engine install

#

the epic launcher isn't some sort of dependency manager, it doesn't automatically install plugins specified in the uproject

spark harness
#

Ok so engine side I need to do manually but project side I can just pull from the repo and it will be there

merry verge
#

yes

spark harness
#

Makes sense

#

I think I have all the same plugins on both computers anyway, but I wanted to check in case I add more

jaunty hornet
#

a good practice is if you have a third party engine level plugin that's really important, is to make it project level

opaque mural
#

Hey guys, having this werid issue. UE5 doesnt seem to recognize some of the UAsset files after moving them to another folder. I can go to the explorer and see that they are there. But when launching in ue5 and navigating to the same folder inside UE5 it doesnt recognize them. Any idea on how to fix this?

vale basin
#

Otherwise, you are possibly seeing redirectors which aren't typically visible in the content browser, and you need to turn on show redirectors. These are are tiny files that point to the new location of the file. You can right click the folder and choose "fixup redirectors" which finds and adjusts all previous references to the old location and points to the new file, and then deletes the redirector

opaque mural
# vale basin You moved these through explorer didn't you? You have to move through the editor

No I did move them through the editor. I can't fix them now as I just deleted the files and recreated them all from scratch...5 hours of my life gone. Whats even werider is that I meant to move the entire file contents and it just completely failed. Like instead of it being a direct move, it copied half of them, than the other half was just gone. I forgot about the redirector toggle tho. Thank you for that.

clear lake
#

So, I've been using source control for just over a year with Github desktop. Just recently I set up git lfs, but I want to be able to use file locking.
Can i do this directly in UE? I see a disabled button for this:

#

Or do I need to use a different service in parallel with UE? I've heard a lot about p4v.

clear lake
#

I found UEGitPlugin and installed it, but when I go to submit a changed file I get this error:

#

Also I doesn't seem I get options to checkout files:

#

This isn't inline with the documentation:

cyan jay
#

No, but it can help if you have a large team and multiple people are working on the sane level.

glacial swan
#

I have a C++ project it uses Git. I'd like to share project (all Content) with other users but without source code (c++). Are there any good practices of doing it ? What can I do about it..maybe some kind of modularity or plugin ,dll ?

mighty light
#

you can give the other people in your team/group/whatever prebuilt binaries of your project. if you include the editor as well they will be able to work on your game without having access to the source code. you might want to look into UGS if you want an automated delivery of this. you can add it to your CI/CD pipeline for maximum automation

empty ingot
#

Hello, I have a pull request which has a conflict with a branch it's being pulled to, but the conflict is with a uasset file. I would like to be able to select which ones version of file I want to approve to the final pull, how can I do so?

tribal lynx
#

whats the simple source control that works well with BP projects?

#

i dont need any remote accesses

jaunty hornet
#

I think git would be the best for a local only workflow. P4 has a personal server mode but I've never worked with that

#

Oh, funny to see you here now @tribal lynx 😂

#

geeze I wonder where the interest in source control came from

tribal lynx
#

1.5 decades of neglect

tribal lynx
#

instead of mergediff

glacial swan
dull harness
# clear lake I found UEGitPlugin and installed it, but when I go to submit a changed file I g...

Did you do a git lfs install in your git repository? I'd guess the git lfs isn't correctly setup. Also, for an existing repository that didn't use lfs before, you need to migrate any files that are marked as 'lfs' (in the .gitattributes) so that they are correctly treated as lfs files. Maybe worth cloning the repository in a clean directory, install lfs in the repo and git lfs pull just to see if everything works correctly.
I don't know the UEGitPlugin you're using, but I just enabled the "Git" plugin (beta) by SRombauts and Epic Games Inc.

quaint obsidian
#

Yeah, what does your .gitattributes look like?

clear lake
#

UE file types

*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text

Raw Content types

*.fbx filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
@clear lake

dull harness
# clear lake I initialized git lfs on a fresh project and setup gitattributes. With the built...

I haven't used the plugin myself, apart from switching it on and playing around with it, but haven't tried committing anything. The git plugin itself is in beta, so in theory it could have some serious bugs, but I somehow don't think that's the problem.

The .gitattributes looks fine. I have a few more file patterns in there, such as .udk and .upk and a couple of raw binary files (.tif, .blender etc), but yours looks good.
I would just clone the repo in a different, clean directory, git lfs pull in powershell (or command line) and open the project in UE to see if the LFS files are there (it will crash on startup if the .uasset files are missing)

#

When I played around with the git plugin and SCM enabled, whenever I edited an asset there was an indicator that the file has been modified. I never committed the changes through UE though. I either use the command line / powershell, or through the IDE

cold narwhal
#

Hiya all! Is there a way to get the latest changelist number from p4v with a blueprint node?

#

when u submit it reports the latest changelist number in the little succes window. So i figured its possible, but havent found a way yet

mighty light
cold narwhal
mighty light
#

ye i cant remember which. pretty sure its C# which basically rules out any kind of blueprint integration.. maybe im wrong 🤷

#

if you can find the string that gets printed to screen on success, just do a find on the engine source

cold narwhal
#

yeah it prints it in the message log

mighty light
#

ye so just copy that into a visual studio find all dialog

cold narwhal
#

ill have a look thanks!

ebon valley
#

I created a p4config file at my project root directory(.p4config), I also executed this command"p4 set P4CONFIG=.p4config"

#

these are all of my perforce vars which are set.

#

but it seems that ue4 can't find my p4config file.

#

do you know what's the problem?

#

I'd really appreciate your help, I searched a lot but couldn't find a solution.

quaint obsidian
worldly girder
#

I'm trying to setup a depot with perforce, but for some reason, it is changing the filename of some files, then failing to submit

#

this is what it looks like in explorerer, so i'm not sure why it's adding a "?" to the names

#

they fail to mark for add

south flint
#

Hello all, I'm currently setting up for a new phase of a project that I'm working on with a team of about 10. We use Perforce + UGS, but we're wondering what the best "branching" strategy is for perforce? We're used to having done feature-branching/git-flow in the past, but wondering what the best approach would be on P4 (branching as in, using p4 streams)

cyan jay
jolly fog
#

What is the right way to use source control with UE4?

#

I generally use Github Desktop with git lfs

#

and copying project for local backup

jolly fog
#

Hlo.

teal bone
#

That sounds about right.

#

You might consider a VCS with file locking that works correctly for binary assets like p4, svn, etc.

manic kestrel
#

Hello

I wanted to refresh my knowledge on perforce, are the pinned guides agnostic or too tinkered towards unreal engine?

I can’t really find any good updated guide
On Apple Books there is Learning Perforce SCM but it was last updated in 2013…

Guys any good generic modern resource on perforce?

Thanks

silent minnow
#

Hello, I'm trying to revert a file change using Perforce, but for some reason I can't.

I've renamed a file in my last revision, but now I want to revert the whole revision. The way I'm trying to do it is by pressing on the file I've renamed, and then selecting the previous revision, and clicking "Get last revision". Afterwards the previous file is in my workspace, and I try to press Undo Changes on it, but any of the option from the list of undos doesn't allow me to do anything. If I select Undo all changes from a selected point to the most recent version, and select the revision I want to revert to, it says The file cannot be undone. The revision you requested is greater than the latest revision on the depot., however, I have submitted the change, hence I think it should be on the depot.

Can anyone tell what I'm doing wrong?

woven sluice
# silent minnow Hello, I'm trying to revert a file change using Perforce, but for some reason I ...

undoing a revision is a forward movement, not a backward movement. you can never move backwards with source control

you should not be trying to "get this revision" to an older version of a file. what this is doing is backtracking your workspace back in time. you probably cannot undo changes to advance the depot forward while your workspace is currently "in the past".

I'm not sure about your last error, if it's something else or if it's directly caused by trying to undo changes while your workspace is in a historical state

silent minnow
woven sluice
#

Well if the only change was the file name... If it's that easy, yeah you could. Or you could try and use Undo Changes, but properly

next viper
#

I have P4V setup with unreal, and have recently moved my project to UE5. Just spotted that renaming a file inside Unreal, that has already been submitted to the depot, doesn't actually do a move/rename, instead it's creating a new file. Whilst the old one doesn't appear in the content browser in engine, it does still exist in the depot. This is really messy and stops the file history being useful. Have I got something setup wrong? I could've sworn it used to move/rename correctly in UE4.xx

silver token
next viper
#

Thanks. Not a great way to have to work. Good that I can cleanup redirectors, but why it's not doing a proper move/rename perforce operation is beyond me.

merry verge
#

it is

#

perforce doesn't have a separate move/rename operation - a "move" operation is equivalent to branching the file to the new location and then deleting the old one in a single operation. Unreal is doing the branch, but not the delete because it leaves a redirector behind in case anything still references the old location.
If you're working solo you pretty much always want to fix up redirectors immediately. On larger projects with a team that may not always be possible.

#

Perforce's massive list of commands makes this a bit confusing - move/rename are the same thing, and under the hood they're just doing a branch and then delete... but "branch" refers to multiple things in perforce terms - it's both a branch in terms of classic source control but it's also (in this case) the name of an operation where you copy a file retaining a pointer to history.

#

tldr: unreal isn't doing anything wrong - it's being safe about other files referencing what you're moving. perforce's terminology is just confusing.

#

FYI - easy way to verify what I'm saying, make an asset in unreal. Save it, submit it. Move it within unreal itself, submit the changelist.
Right click on the file in P4V's depot or workspace browser, go to "Revision Graph". You'll get a window showing the history of the file including the rename.

#

If you're used to git then the result is a bit weird because perforce stores revisions on a per-file basis, so moving a file creates a new file at revision 1. But history is still retained, just under the old file's name (and you can view this in the revision graph).

next viper
#

I'm used to both git and perforce, having used P4 for 15+years. Doing a rename/move in perforce, or in Unity using perforce integration behaves the same way, and a file will appear in the changelist twice. The old name marked for move/delete, the new name marked for move/add. The file in the new location will have all the correct history.
Unreal doesn't do this, it just marks a file for delete and then makes a new file marked for add, which will not keep the files previous history viewable in P4V. I've literally just done this and both the history window and the revision graph shown 1 revision, because it's a new file

merry verge
#

Then something is wrong, because unreal definitely does moves correctly for me.

#

I'm staring at a change made in unreal with a proper revision graph

next viper
#

What version are you in? Like I said, I'm pretty sure it worked as expected in UE4 last time I worked on my project. This is in UE5 I'm getting this behavior

merry verge
#

5.1.1

next viper
#

And that's my moved and renamed file with 1 revision

merry verge
#

if unreal didn't retain history on moves then epic themselves would be in trouble since that's what they use.
As I said, something seems to be wrong. Did you try doing anything with the file beyond simply moving it in unreal? Can you make a quick blueprint as a test, submit it, and then move it?

next viper
#

So, steps I just did:

  • UE: Create a new actor BP in folder X.
  • UE: Place an instance of the BP into 2 of my maps so it's referenced in an unopened level. Save all
  • P4V: submit changelist
  • UE: Move test BP into folder Y and rename it. Save All (checking out whatever unreal needs to)
  • P4V: Submit changelist
  • UE: Find the redirector in folder X, right click, choose Fix Up. Check out all files required, save all
  • P4V: submit changelist

I am left with the renamed file in it's original location, and no history related to the move/rename

merry verge
#

Yeah I'm not sure what to tell you - I don't have the same behavior.

#

Actually I take it back - I sometimes have the same behavior?

#

Hmm, I wonder if there's a bug when it leaves behind a redirector where it's doing an actual copy rather than a branch.

#

there's a UDN post about it. Apparently this is a known issue specifically around redirectors, as the order of operations for redirectors doesn't allow them to execute a proper move with perforce and would require a refactor of how assets get renamed altogether. ¯_(ツ)_/¯

patent dagger
#

*Perforce can't create directory for mkdir: The system cannot find the file specified. * Anyone seen this error message before?

#

I can't seem to get the repo linked up properly.

next viper
#

@merry verge Well, I appreciate you taking the time to point me in the right direction. It really does seem like a bug, I'm sure I'd have discovered redirectors before if I'd seen this behaviour. Mind linking me to the post you found?

merry verge
#

From what I can tell, the reason is that unreal creates the destination file before calling into any source control provider. So the destination file already exists, therefore a p4 move/branch/etc won't actually work. They need to refactor asset renaming to allow for running source control operations before the destination file is written I guess, but they probably haven't done so because they don't need it and no one has really bugged them about it much.

#

Either that or perforce needs to allow marking files for an operation without actually performing that operation...

next viper
#

I don't, but I can bug someone at work who is on an unreal project. They should have access, and I can at least ask how their team manages this sort of thing. Thanks again

runic viper
#

wtf?! in ue5 when clicking sumbit content, deselecting items that you don't want to push isn't possible anymore?! Anyone knows how to deselect changed files you choose not to push like in UE4?

reef oriole
reef oriole
runic viper
#

@reef orioleHey, thanks a lot for the answer, I thought this was intended to stay that way. It is 5.1 indeed & we're using sourcetree (basically git). I loved to be able to cleanup my commits from UE instead of Sourcetree since everything was there - history, diffs etc. and especially for blueprints it's really nice to do it in the engine instead of in the SC software. Glad to know its just a bug and will be patched-up in .2 🙏

reef oriole
eager dome
#

Hi there so i recently set up perforce for my unreal projects

#

but when I submit a .p4ignore my p4v still shows all these files in my workspace

#

is there some way to hide them or have i done something wrong?

warm grove
#

In P4Admin software, I am a p4admin administrator, but now I cannot access permissions.
At first, It was fine. After I changed the name PICTURE2, make it no longer "p4admin" when I saved edit, a "p4 protect" error message popped up, and then I turned off P4A. When I opened it again, this situation occurred,
There are someone can I solve this problem, please help me

warm grove
flint tangle
#

Does anyone have a pointer to project best practices for storing project documents (and art file source would be follow-on question) in relation to the Unreal project? I'm using github. Do most people create a secondary folder structure somewhere and version that separately?

analog lodge
#

Hey, I could use some help sorting something out...
So, we´re a small company doing only linear content (tv/commercials) and recently started switching our pipeline to Unreal.
We went with Perforce for source control and it took me a while to figure out a system to build a MasterTemplate with a Material Library, that we could build on the go, while already working on projects:
So, we have a MasterTemplate Project in one depot as a mainline stream and than another depot holding all our projects as mainline streams.
So, each project is a separate stream in that depot.
Now I simply set up the client views for each project stream to
"import+" the material library folder from the Mastertemplate.
This way we can access the material library from witin the project streams and also add to the material as we work on these.
I also set up a bunch of "import" only mappings for stuff our team members shouldn´t be able to break and a bunch of "exclude" mappings for stuff we don´t need for every project.
This works pretty need, but then I saw the "state of unreal" and got pretty excited about "Strata" materials...

#

Since Strata and legacy are sort of mutualyl exclusive, we would still be able to use all our legacy master materials if we enabled strata, but if we ran into issues, we couldn´tn simply switch back.

#

Naturally I´m not wondering how I could use a stream of the Mastertemplate to try out Strata and figure out what works and what doesn´t etc.

#

But lets say after a while I figured it out and now I wanna merge the changes back to the mainline stream...
How does that actually work?
Isn´t merging only for code and materials etc are binaries?

cyan jay
#

Yes, you can't really merge uassets. I think for your use case as you describe, your best option is to develop the Strata alternatives in parallel, alongside the traditional master materials. Gradually move projects over to use the new materials, and assuming no problems you'll eventually be able to remove the old master materials.

analog lodge
#

So there is no way of using a development branch to test the changes and then simply merge them back when I´ve tested them thorroughly?
if the names stay the same, could I just copy them over instead of merging and overwrite the old ones in the mainline?

#

Gradually moving projects over to use the new materials is tricky, as we will still add new mastermaterials and they would have to be manually copied over to the strata-template project, instead of automatically appearing in the branch.

cyan jay
#

You can 'merge' if by merge you mean 'overwrite with the new ones'

#

assuming your old material and new strata materials are compatible (same parameters etc, and no other Strata related issues) then maybe it would work

#

erm... actually not sure that's correct information I gave you there

analog lodge
#

Yeah, I mean simply overwrite the files in the mainline.

#

I think the "accept target" option would be best then and disable "Merge binary files as text when resolving content"

#

I´ll try this anyways in a mainline duplicate first.

cyan jay
#

👍

analog lodge
#

The main thing is to enable Strata in the development stream and then when I "merge" the dev into the mainline, make sure I also merge the project settings (or wherever Strata needs to be enabled)

cyan jay
#

I suspect you might end up having to edit all your material instances and point them at the new base material

analog lodge
#

Hm. Yeah, I could see that happening.
I should probably check if there is a tool that allows to replace all parent materials.

#

Hm. Actually this might be sort of a deal breaker.
How would I know which parent material was used in a Material Instance...?

#

Because then all our old projects would break, because I don´t know which material instance had which master material parent.

#

Well.
Only one way to find out...
Downloading 5.2 preview right now...:)

cyan jay
#

you could probably write an editor utility to do that, if it's not possible already.

#

if it was me I'd probably go with the route of developing the Strata materials in parallel, and switching them over, but you know your projects better than me 🙂

analog lodge
#

Yeah, I will probably end up with an alternate mainline for the MasterTemplate, "MasterTemplateStrata", if the material instances are a problem.
Because we regularily have to go back to old projects and then its probably best to keep the workspace mappings point to the original MasterTemplate and as you suggested, switch new projects to use the Strata template instead.

cyan jay
#

yeah exactly, backwards compat

#

although I would have thought for this reason you'd want to Integrate the materials into each project, rather than importing.
say you have an old project relying on Material X, if you modify Material X later on then the old project will end up looking different now when you open it.

analog lodge
#

Yeah, we thought of that too.

cyan jay
#

You can keep projects up to date by integrating new versions whenever you want, but it should usually be a conscious choice to do that. E.g. what if you are finaling a project and someone changes a master material without realising the knock on effect.

analog lodge
#

Its not ideal yet. The reason for teh way we set it up now was, that we are still building our master materials library as we go.
So, we will regularily need to change master materials or add new ones while working on a project and needed a simple way to add them back to the MasterTemplate.
Right now there is a workflow where only I as the admin can add to the "FINAL" library, everyone else submits to the MasterTemplate to a "WIP" folder.

#

So I can make sure to check that the changed MasterMaterials stay backwards compatible, by making sure any new options default to a value that makes it look like the previous version.

analog lodge
# cyan jay although I would have thought for this reason you'd want to Integrate the materi...

Hm. Now as I think of it.
There would be a simple solution to the problem of updated MasterMaterials when using "import" or "import+", when revisiting an old Project.
All we´d need to do is, after finishing a project, deleting the Path mappings with "import" in the stream and only leave in "share..."
This way it would only fetch the MasterMaterials from the Project stream in the Project depot, not from the MasterTemplate stream in the Template depot.
It would require that bit of maintenance, but would assure that we´d get the exact same results when revisiting an old project, wouldn´t it?

rare torrent
#

Do we have any UnrealGameSync experts in here?

mellow scaffold
#

Hi !
I would like some advice / help with the use of the GIT LFS 2 plugin.

I've installed the plugin, connected to the repo (azure) and it seems to work, but there is several strange behaviours:

  • Check out: works, but after a couple of seconds the check out indicator disappear and the file look like it's not checked out
  • Check in: Well, with the issue explained before, the asset can't be check in. But I managed to do it quickly and the lock is not removed after the check in.

UE 5.1.1 + Latest version of GIT LFS 2.

Any idea ?

#

Before you ask: Git Attribute is set up as per the documentation.

#

thanks 🙂

red sluice
#

I am looking into branching strategy with Perforce. I am not used to work with this many and large binaries also this is my first project with many coworkers working on assets.
I know Perforce have time locking feature, but does it work cross branch/stream? 🤔 I can't find anything on that.

Any tips on how to do feature branch strategy with Perforce and still preventing designers working on same asset?

On their website they mention branching strategy but only from code perspective
https://www.perforce.com/resources/vcs/version-control-branching

And Epic's guide only talks about setup

Perforce Software

Branching in version control allows teams to develop and deploy software. Learn how version control branching works, your version control options, and what makes Perforce branching different.

analog lodge
#

I have a really annoying issue with perforce:
Most of the time when I am trying to move an asset into a different folder, I get an error message saying the asset could not be renamed and I can´t move it.
Sometimes I can fix this by hitting "fix up redirectors", but sometimes that doesn´t help either.
Am I doing something in the wrong order maybe?

woven sluice
#

Aren't you the one that insisted on putting your workspaces into a share cloud drive (a long time ago)? Are you sure it's just perforce causing this?

woven sluice
#

(And it might not enforce locking, it might just show if the asset is checked out elsewhere, I think)

red sluice
analog lodge
rare hedge
#

Hi, I was wondering if anyone could help with an issue. I've been using Git + LFS and recently, when I downloaded the repository to test if my project would open properly, I discovered that all of the .uasset and .umap files are seemingly corrupt. They're visible in Windows Explorer, but not in the editor.

When opening the editor, I also got an error message about it failing to load the map that I'd set as the editor default.

I just double-checked a previous project where I used Git + LFS, and the downloaded repo for it works fine so I'm currently deleting the repo for the new project and remaking it to see if someone thing got messed up along the way.

Something indeed got messed up somewhere; remaking the repository has solved the problem as far as I can tell. I'll just need to be more careful with my commits and test more often going forward.

rare torrent
#

Hi y'all so I'm having an issue with unreal game sync, on my personal computer it's fine I'm able to grab latest etc. On other computers all the changelists are greyed out. and if I click sync I get an error saying couldn't find any changelist. Pre-compiled binaries are in a seperate stream titled Dev-Binaries. I know I'm probably missing oneeee little step haha, curious if anyone might know what might be the issue

midnight prawn
jolly fog
#

I downloaded P4VS and linked the solution - but normally the .sln and other visual studio files are not synced with the depot (using the p4ignore)

#

So how does that work really? Do I have to add the .sln to the depot? How do I keep the files synced otherwise? The Perforce integration in unreal doesn't do the source control for cpp files

silver token
timber geyser
#

Hi, I am using SVN as version control for my project and I'd like to display the current game version in a widget ingame. Is there a way I can get the current CL number and description exposed to blueprints ?

ancient robin
#

I am getting the "Certificate date range invalid." from p4v. I'm trying to update the certificate but it seems like opt/perforce/servers is empty?

#

Is there a way to determine where else the certificate files could be? I browsed around but didn't find anything

merry verge
#

If you're using p4dctl, check the files in /etc/perforce/p4dctl.conf.d to see where your servers are. There should be a line that says P4ROOT = /path/to/server/directory, inside that directory there should be an ssl directory with the certs.

ancient robin
#

I'm not familiar with that, I will check it out

ancient robin
merry verge
#

it's a folder

#

look inside it

ancient robin
#

hmm. I can't seem to

#

nvm, I got it

#

ok I see that the P4ROOT is at /home/perforceserver/root

#

but I can't find that directory. If I cd to the base directory I see only these

merry verge
#

servers directory

ancient robin
#

that one seems to be empty

#

ah maybe it's a permissions issue

jolly fog
silver token
# jolly fog But how do I work with the cpp and h files? Unreal doesn't check them out manual...

I'm not sure I follow. You still configure visual studio to work with perforce, you just don't check the solution or project files into perforce.
I switched over to Rider, so I don't even bother with the solution now, but it all worked just fine while I did.
It's probably not entirely true that it recreates the solution file (my bad), it's probably just updating what it needs to for the files & plugins that are there and leaves the source control configuration alone.

jolly fog
#

I can't believe how stupid and unintuitive this is, you should just be able to seamlessly work with files like you do inside the engine

silver token
merry verge
jolly fog
jolly fog
cyan jay
jolly fog
#

I solved that but when I try to add the project to source control using visual studio it crashes lmao

#

I'm trying Rider now to see if it's any better

jolly fog
#

@unborn relic I did that but I still can't seem to submit changes

unborn relic
jolly fog
unborn relic
#

if the directory mapping and perforce stuff is setup properly of course.

jolly fog
#

Ok it works in a different file, just on this one .cpp

silver token
jolly fog
#

ye I switched to Rider it's pretty cool

pine raptor
#

hey, any clue what this error with perforce is?
The filesystem 'P4ROOT' has only 4.8G free, but the server configuration requires at least 5G available

iron bronze
pine raptor
#

yeah, we found the issue

#

basically, we have a 50gb server, and recently cleared 20gb worth of files to start a new project

#

meaning we have 2 projects worth 20gb on there, in data

#

for some reason the server still registered the other 20gb

#

so i just scrapped the droplet and im uploading it to a fresh 70gb droplet now

weary apex
#

I have been following along with this guide that I found here on this discord to try and get UGS setup with Perforce: https://branched-ceramic-2dd.notion.site/Unreal-Game-Sync-Getting-Started-f2d96afbe09b456e95692cc3caac3764

It has honestly been a big struggle because I had to upgrade my perforce p4d server in order to have access to stream components which was a hassle in it of itself and I have tested that shelving and submitting files work.

I am on the part of the doc where I am trying to submit the unreal source engine files to perforce which is the image I have attached

But when doing this I get a swarm error which I am not sure why swarm is involved at all. We do utilize swarm for our code reviews but I am not even creating a review.

I get this error:
Submit validation failed -- fix problems then use 'p4 submit -c 5638'.
'swarm.enforce' validation failed: Submit trigger unable to communicate with Swarm server.

I am very confused why this trigger is involved at all and why it just wont push the files? Do I need to also update my swarm server? Do I need to edit my trigger in some way? Is it because this changelist is huge because I'm trying to push the unreal source build which is massive?

I know this is not a perforce discord but any help would be greatly appreciated as this has taken me some time to get setup. Perforce is great to use but any setup or technical issues is a nightmare to figure out and their docs are insanely convoluted and confusing.

Pilot Games on Notion

This Guide will contain the steps to setup a Perforce Server for UnrealGameSync. I won’t go into details and explain what has been already well explained in other Guides / Documentations. Have a look at the Ressources if something is unclear. I will share my thoughts and mistakes that I made on certain parts.

merry verge
#

Because you have a submit trigger set to talk to swarm (probably so that people can't just submit changes without first going through a swarm review) but it's failing to communicate with swarm.

#

iirc swarm won't actually block submissions through that trigger unless you explicitly configure it to, but in this case it's not even getting a chance to check because p4d can't reach swarm at all.

weary apex
merry verge
#

I don't really have an answer for you. Maybe the trigger is set to only operate on a certain path that you're hitting with the big submission.

#

You could also just disable the trigger temporarily. Or figure out why it's failing to talk to swarm.

#

Maybe it's an old trigger that shouldn't exist anymore - you'll have to look at the triggers list to see what it's doing and what might be wrong.

weary apex
weary apex
pine raptor
#

all was well until the last push

#

now were getting this error

#

doesnt even make sense

iron bronze
#

Use df command to check how your 70gb storage is partitionned and where are the mount points

mighty light
#

Ours was like 200gb in ec2

pine raptor
#

how could i remove files? we literally only need 20gb of it

late jungle
#

So I'm learning how to use perforce streams. I don't fully understand the idea of merge down and copy up. Does this mean that if I copy up from the dev stream, I create copies of revisions on the server? This would use up a lot of memory for the larger binary assets of which I maybe don't really care to have additional copies. Could anyone enlighten me?

mighty light
# pine raptor how could i remove files? we literally only need 20gb of it

Find out where all your space has gone. If it's perforce, the only thing you can do is start removing files or get more space. Don't forget that unless you tell perforce not to keep history of your files, it will store every version of every file. For text files this doesn't really matter unless they are massive or you have hundreds of thousands of them, but for binary assets it racks up fast

pine raptor
#

we just purged our workspace

#

and the depot is completely empty

iron bronze
# pine raptor

run sudo du -chd 1 / you'll see what folders take the most disk space

pine raptor
#

in p4 or digital ocean?

#

/hxdepots is the bad boy

iron bronze
#

Start to drill down into it, you might have some older depots folders in there that you can probably delete

pine raptor
#

we suspected p4 was keeping our files in archive as we had double the usage w ewere actually using

quaint obsidian
reef oriole
rustic dagger
#

can someone help me with this? I primarily use github desktop but I switched to cli to solve this problem. i tried increasing the buffer, changing from http to ssh (and reverted). I have 5 commits that need to be pushed. thanks in advance!

quaint obsidian
#

You should use LFS

median path
#

Im trying to track changes to my custom Engine build with a forked repo on github, and I added a new steamworks sdk to my engine folder containing .libs/.dlls. The .gitignore for the unreal's engine repo black lists dll and lib files, Should I just bypass the .gitignore in the engine and add all the dll/lib files to version control?

nocturne ether
#

Does anyone know if I can add the "Timestamp" files to .gitignore?

#

There seem to be some in plugins from Lyra thajt I'm using

#

and they change - are they safe to add to .gitignore?

torn needle
#

Hey there! Someone told me you can use perforce with more than 5 users by using workspaces, is this true?

merry verge
#

Sort of? Not really? You can't get around the user limit without paying. You can at best share accounts and just have people use different workspaces. Which isn't something I'm recommending in the slightest, but you can do it.

quaint obsidian
patent dagger
#

Can someone tell me if i can delete these empty folders? They are world partition folders that are local. I am just wondering if these are remnants and if i need them?

zenith dirge
#

Hi does anyone has any idea how to connect one repo of unreal engine project with 2 different organization from 2 different accounts for push and fetch in azure devops? Or anything with unreal engine ci/cd pipeline in azure devops?

iron bronze
patent dagger
#

@iron bronzeThank you, appreciate it. 😊

robust oriole
#

Sometimes when I pull down from github and there's a merge conflict on the main level in my game, if I pick the newest change and I merge, the level corrupts so I cannot open it unless I go to github and manually download that spesific file again and replace the bad one.

Has anyone had this problem before and does anyone know of a good way to avoid this happening. We try to work on seperate levels as much as possible, but sometimes it still ends up happening. If I were to delete the project locally and clone it then it's also perfectly fine, so it only breaks on my end?

cyan jay
fallen crag
#

Anyone have issues setting up a Perforce server with a Charter Spectrum Router? Seems the port forwarding just doesn't work. Tried Canyouseeme.org to check the port and connection constantly times out.

teal bone
#

When you say "real mess" ?

lyric root
#

We just can’t seem to add changes, mark anything for add, and the Depot doesn’t reflect the latest

#

It’s one project, and two users, 1 Depot, and two workspaces so it can’t be that bad.

#

I guarantee you it’ll be something super simple that we overlooked, but we are backed into a corner here and are willing to compensate anyone who can give us some of their time. I imagine the whole ‘untangle’ for someone who’s very familiar with perforce would take half an hour

#

If the job takes longer we can compensate accordingly

mellow scaffold
#

Hi:
I've setup a local perforce server as well and ... it's not good either.
Got 2 drives, one 64gb (for sys) and 6tb (for the files ideally).

Seems everything has been pushed to the sys drive. My friend has created 3 depots and I can't even seems to delete any of them to free the files.
Further more, the configuration itself of the P4 + Linux seems to be wrong because the files are not stored on the 6 TB ...

If anyone has ideas, I am all ears ...

#

I created a folder p4repo mounted on the 6tb, and installed while saying P4 should use this folder, but that's not what is happening ...

#

ideally we would like to keep the configuration, clean the repo(so that the system drive is being freed a bit) and remake the depot on the 6tb.

#

thank you for you help !

teal bone
teal bone
lyric root
#

The headaches started when we upgraded to 5.1 from 5.0, created a new workspace to accommodate it, and now we can use VC at all and we’ve been hanging our heads against the issue for three days now

#

We’re late for a deadline and are going to get our asses kicked

teal bone
#

Do you get any error messages when you try to do things?

lyric root
teal bone
#

Can't clobber the remote files?

#

What's the exact error?

#

And have you tried turning clobber on for your workspace?

worldly vapor
# lyric root It appears that most files are locked by an empty workspace, for one. When we tr...

Hey, the other guy on this project here. He isn't receiving any errors when trying to push the entire project.

Here are the events leading up to the issue.
We opted to update UE from 5.0.1 to 5.1.0
Tommy did so on his end successfully.
He created a new workspace with the new project.
He then tried to push the changes, but despite this, the depot is not updating and the files remain in a locked state by his user profile (see screenshot).
I've tried to pull, and though it shows 66773 files added, I still don't have his 5.1 version of the project.

He has tried making changes and pushing, and is able to do so from both, P4V and from within the editor, but the changes are not being reflected on the depot.

I've tried using clobber on my end to no avail. We were waiting for some guidance before attempting to turn Clobber on on his side.

pulsar parcel
#

well that's an exclusive checkout, as a superuser, you can use p4 revert to revert files in other workspaces

#

p4 revert -C name_of_workspace //path/to/file

worldly vapor
#

There are no files that are locked or checked out in that workspace.

pulsar parcel
#

well that tells you otherwise

worldly vapor
#

Hence our issue.

pulsar parcel
#

then do the thing

#

p4 revert -C will release the lock on th e file

worldly vapor
#

I'll try that. Thank you!

#

I'll need to download P4VC for that, correct?

pulsar parcel
#

this is a command line tool and is typically installed with P4V

#

you will need to run p4 set to make sure the usual environment variables are set

#

though I'm kinda confused as to what necessitated creating new workspaces after an engine upgrade

worldly vapor
#

We thought it'd be good practice (super novice users), but now know better.

outer kiln
#

perforce not installed or maybe its windows 11, but so far im getting nowhere, as p4d wont run,not showing up under sevices, any idesa ?

#

I meant maybe its permissions, or windows 11 install hit a permission issue

#

about ready to just give unitys thing a try

#

p4d -r C:\Program Files\Perforce\Server -xu , i was told by p4d exe, to run that, but that's not even working

#

Perforce server error:
Usage: p4d -h for usage.
Unexpected arguments.

#

Database is at old upgrade level 47. Use 'p4d -r C:\Program Files\Perforce\Server -xu' to upgrade to level 49.

hoary knot
#

What would the be the best source control that is easy to use, free and best for a 2 man team?

#

Oh and if its selfhosted, linux only.

outer kiln
#

well git is no longer available

#

used to be

#

officially anyway

hoary knot
#

I currently use Azure

outer kiln
#

subversion ive had some issues ws

#

with

#

no idea, ive never used that sorry ;0-0

#

i know of it.

hoary knot
#

No problem, thanks anyways :)

outer kiln
#

i'd go with perforce

#

freefor up to 5 I think,its what im tryingggg toget working

#

UE defaults to it, ue uses it

#

I ,mean epic, uses it

hoary knot
#

Hmm alright, if me and the other dev are in UE at the same time and we push an edit to the game, would it be competing or would it know which files to change/merge?

outer kiln
#

i m having ttrouble with serverstarting, prob. a darn windows 11 thing

hoary knot
#

W11 sucks :/ i regret moving to it

outer kiln
#

same time no problem as I understandit, thats the idea behind sc, I think perforce does a great job at, that, yoiiu can verify at their website.

#

me too overall;

#

overall

#

just eating more ram, just lovvvvvvely ;0-0

hoary knot
#

Lmfao, im upgrading my pc soon

outer kiln
#

cool

hoary knot
#

Gonna get a 4070 or 4090, i9 13900, 64 gig ddr5 and 4tb of M.2

outer kiln
#

I did a month ago to a rx 6600

#

SO much better

hoary knot
#

Im on a laptop rn lol

#

2070

outer kiln
#

that should work for a nice long time

hoary knot
#

Yup, it would

#

Anyways, gtg so thanks for the help and have a nice day :)

outer kiln
#

ya i love my m.2,its aweeesome

#

np u2

iron bronze
woven sluice
#

or did temp files accidentally get checked in by you guys when you set up new workspace maybe?

worldly vapor
#

Most likely the latter. We do have ignore files.

woven sluice
#

yeah that makes sense given that i just glanced again and it says revision 1

slow gust
#

Do you guys ignore your binary files for source control? I'm a one-man band and really just want a backup, for now anyway.

late jungle
#

So generally speaking you exclude intermediates from your version control. Does this also apply to plugins? Is it always safe to delete the intermediates in a plugin for instance?

silver token
silver token
late jungle
mellow scaffold
#

Hi .... anyone had this error in perforce (linux, server)
syntax error on line 17 of configuration file /etc/perforce/p4dctl.conf.d/p4ds.conf ?

outer kiln
#

@iron bronze the command didnt work.

#

I said that in the long comment I made yesterday

#

ty for commenting

iron bronze
paper hound
#

What s the simplest way of installing source control for a 2 people project? Plastic SMC? Do you have a tutorial? Thanks a lot

outer kiln
#

@iron bronze ok HM,,ill ty that ty:)))

#

always something ;0-0

#

@graceful ridge i avoided plastic as its by unity3d, regardless, perforce is prob. best overall as its what epic uses, but so far here its a giant headache to setup

#

did try plastic, but it was also a headache, so decided to default to a headache with engine I use ;)js

#

finally got perforce working here, hoping it goes well,if it works for epic its worth trying out:)

slow gust
woven sluice
slow gust
#

Bah! Screw em!

#

I mean it’s just me, so it won’t matter. I just wanted to back it up

mighty light
#

It will take up a ton of space BTW and I would recommend telling your vcs to keep only the latest version if possible

quaint obsidian
storm hemlock
#

Going through Teamcity + Perforce setup, will Teamcity create a new workspace for each build configuration?

iron bronze
#

In my case I reuse workspaces for faster build times (benefitting from Intermediate, Build and Saved folders already existing)

stray bear
#

Me and my cousin are starting to work on a game is there a chance me and him can work on the same project at the same time we both live in different states

teal bone
#

Working on the same file/map at the same time is quite difficult, but working on the same project isn't that hard.

ancient echo
#

Is Perforce free to use?

teal bone
#

You need to set up some repository for your project and share it with your cousin.

#

Free up to 5 users, I think?

#

Something like that.

ancient echo
#

is it this Get access to Unreal resources form that I have to fill out to get it going?

#

or is there some other link?

teal bone
#

I have no idea.

ancient echo
#

ok, not sure what to use for revision control

#

I tried to set up GIT but it seemed they wanted me to pay for LFS

teal bone
#

GitHub will, sure.

#

You can set up your own LFS server for free on other services, such as AWS.

woven sluice
ancient echo
#

Thanks guys

storm hemlock
iron bronze
heavy bloom
#

Hey guys! Having troubles with perforce permission table, can't figure it out.
Let's say I have 2 directories in my stream //depot/foo/stream/dir1 and //depot/foo/stream/dir2 (stream depth is 2, if that's important). I have two groups "group-read" and "group-write" and the following rules:

write group group-write * //depot/foo/stream/dir1/...
write group group-write * //depot/foo/stream/dir2/...
open group group-read * //depot/...

Then I have user who is included in both group-read and group-write. The problem is that only one of these directories is available to this user, and I can't figure out why. I've used 'p4 protects' to make sure that only these rules are applied, nothing else interferes. Any ideas?

merry verge
heavy bloom
merry verge
#

If more than one line matches, the last line "wins".

#

order does matter, I can't speak for why it isn't working for you though

#

that page contradicts itself lol

#

I've definitely had issues where ordering caused issues without using exclusions. Their "most permissive option wins" might only apply when multiple groups are used... which I guess is true in your case so I'm not sure what's going on.

heavy bloom
#

I have bunch of other folders that work fine, so I think in this case order isn't important. That's why you always have admin permissions at the bottom

#

is it possible streams are making difference?

merry verge
#

I don't think streams affect how permissions work

#

have you opened up p4admin and looked at what the server thinks permissions are? If you select a user or group on the permissions tab it shows that user/group's effective permissions for every directory and file in the depot tree.

#

it also shows which rule is being applied if you select a specific file/folder

heavy bloom
#

yes, I did. That's the issue, I cannot make it writable by reordering stuff

merry verge
#

this may be a dumb question, but you did save the permission table after reordering things, right?

heavy bloom
#

sure, but I think preview is updated right away. At least when you select another user

#

maybe the way groups are applied is important? read-only access is granted to the group, which contains the nested group containing the target user. And write-access is granted to this nested group explicitly

#

anyway, thanks 🙂 will try tech support

late jungle
#

What's the proper way to deal with binaries in perforce? There are members on the team that should not compile c++ so I guess they need the binaries, but it also seems like something that could bloat up the repository. What are the best ways to deal with this?

vale basin
late jungle
#

I guess it's to have changes to the engine and being able to merge them with engine updates?

clear mesa
#

If you make an empty blueprint, commit it to source control and then move the BeginPlay node somewhere, then put it back (or even ctrl-z), hit compile and save. The BP has actually been modified even if there are no detectable changes in the diff.

Is this because I'm using git or just how Unreal functions right now?

woven sluice
wide raven
# late jungle What's the proper way to deal with binaries in perforce? There are members on th...

We do not include Binaries in repo. Here's our redacted .p4ignore file.
( Note that we do force some changes in Build folder, like for mobile icons and such )

This does mean that all devs will have to build project with Visual Studio if there are any c++ changes. We've setup a script that clears Intermediate folder and regenerates .sln to make things a bit smoother.

/xxx.sln*
xxx.uproject.*

# Ignore IDE files
.idea
.vs
/.idea/
/.vs/
/Plugins/Developer/RiderLink/

# Ignore generated folders
Saved/
Binaries/
Intermediate/
DerivedDataCache/
Developer/
Build/
/DataExport/dump.*
ArchivedBuilds/
Plugins/BlueprintAssist/NodeSizeCache/
Plugins/AutoSizeComments/ASCCache/

# Additional
log.txt
*.tmp
.*

# Notepad++ backup files
*.bak
late jungle
late jungle
wide raven
late jungle
wide raven
#

If you have a LOT of c++ changes, like daily, then this might be suboptimal. We only have maybe weekly c++ changes, mostly BP

late jungle
#

Yea, hard to say right now. It was a BP only project that I joined, but there are some things I can't access in BP and starting to do some things in c++ might cause a ripple

late jungle
#

Well I guess it also doubles the amount of binaries everyone is pulling. But that's also the case or the non devs if you set up the virtual stream.

woven sluice
late jungle
#

I mean you're going to be building from code anyway if you're working in C++ right. And if you're not, you'll want the binaries to run the editor anyway. So basically anytime you're not building from source, it would be beneficial to pull those binaries haha?

silver token
# late jungle Even with 2 devs it's not terrible right? You just overwrite each others binarie...

I don't think it matter how many developers there are. If everyone is capable of and expected to be building the game locally anyway there's not a compelling reason to commit binaries to source control (IMO). It's when you have a tipping point of people that can't/shouldn't be building the game that it becomes an issue.
Epic has a tool called UnrealGameSync that's meant to help with this issue to some degree. It requires some setup and infrastructure like having build machines (it may require that perforce is your version control system) but it designed explicitly for setting up team members that shouldn't build the game and should sync the binaries from somewhere. (usually that's still perforce, but someplace other than the binaries directory)

woven sluice
#

My humble viewpoint is that UGS is probably overkill for like a 5, maybe even closer to 10 man team. Wouldn't hurt, but wouldn't substantially help anything either. If you already use perforce, simply implementing CI into the team wins the 80/20 rule for very small teams

wide raven
woven sluice
# wide raven The CI setup w/ virtual streams sounds interesting : do you happen to know of a ...

a good initial chunk of what i did here https://unrealcommunity.wiki/jenkins-example-windows-installation-perforce-z98w4map
am still using jenkins out of laziness, but have seen most people seem happier with team city instead
I also set up a perforce discord bot to post new commits, and a jenkins discord bot to post CI build start/success/fail messages

This page provides information on setting up a basic starter Jenkins CI environment.

wide raven
woven sluice
#

i'd normally happily share my bot codes too, but i suck ass at python, and my jenkins bot seems to have a bug that after about 12+ months of running it starts suddenly lagging by several days on its posts 😂 and i would hope by now someone has made a discord perforce webhook... hope at least. there was none years ago when i set mine up.

wide raven
#

So the idea of this is that non-coders never have to build with Visual Studio, right?

woven sluice
#

yeah

#

artists basically just sort of watch the perforce channel to make sure it's greenlit before they update

#

coders are "simply" responsible to very strictly ensure mainline always builds

wide raven
#

Will have to ponder whether it is worth the hassle to set up in the near future, the team seems pretty used to the current Way : )

#

I guess the benefits really start stacking in a c++ heavy project

woven sluice
#

don't also forget, if you have more than 5 team members using VS, technically you may owe microsoft something like tens of thousands of dollars

#

actually there's probably a lower tier that would let me say "several thousand" dollars per year or something

#

$45/mo/user I guess

wide raven
#

Technically the non-coders are only using MSBuild, via VS : E

#

Might see if I can get a project build purely via MSBuild .bat script : )

woven sluice
#

if you speak to a lawyer long enough and throw enough money at them they will eventually probably tell you that isn't a loophole that exists. in order to use the build tools, you must have accepted a VS license.

#

for the same reason, if you have 6 Rider users, you must now also pay MS for VS licensing

#

as for artists just using it to build... as long as you're being fully honest with yourselves that this is exactly true, i call this kind of thing "jaywalking in the desert" ¯_(ツ)_/¯

#

whether or not it may technically be violating the EULA as written, it clearly isn't violating the intent of the EULA by any reasonable standard. i wouldn't lose too much sleep over it and just keep moving forward

silver token
wide raven
#

Here's my cleanup and regenerate .bat script - it's a bit crude, uses environment variables and have to set the projectname variable into the file


:: MAIN

set projectname=<MyProject>

@ECHO OFF
ECHO //// STARTING CLEAN, REGENERATE ////

CALL :CLEAN
CALL :REGENERATE

IF errorlevel 1 GOTO ERROR
ECHO PROCESS SUCCESS
PAUSE
EXIT /b 0

:: SUBROUTINES

:CLEAN
ECHO Deleting Intermediate folder
RD /s /q "Intermediate\"
ECHO Deleting Visual Studio solution
DEL *.sln
EXIT /b 0

:REGENERATE
ECHO Regenerating solution with Unreal: %UNREAL_ENGINE% and %PROJECT_DIRECTORY%\%projectname%.uproject

"%UNREAL_ENGINE%\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe" -ProjectFiles -UsePrecompiled -Game "%PROJECT_DIRECTORY%\%projectname%.uproject"
EXIT /b 0

:ERROR
ECHO CLEAN FAILED: Check that following environment variables are set.
ECHO Open Environment Variables. In User Variables, click New.
ECHO Set EnvironmentVariable Name UNREAL_ENGINE, and Browse Directory to your equivalent of "C:\Program Files\Epic Games\UE_5.0"
ECHO Set EnvironmentVariable Name PROJECT_DIRECTORY, and Browse Directory to your equivalent of "C:\perforce\project"
PAUSE
EXIT /b 1```
late jungle
# silver token I don't think it matter how many developers there are. If everyone is capable of...

Okay so currently it's a 3 man team with me on c++. It's likely to grow, but not as of yet. I don't have a build machine. We us Perforce. So I guess what you're suggesting in that case is to just have everyone build from code. Though in the comments below yours, VS licensing is brought up so that could be a reason to share binaries over having everyone build from source. But I get your point, that it's only really worth it with a large team of non-devs.

late jungle
late jungle
fossil dew
#

someone knows how to debloat source?

hollow pike
#

I'm trying to test initial source control sync, to make sure that other people I hire have a clean setup experience. What's the cleanest way to simulate first-time sync from source?

#

I'm using Plastic SCM if that matters

#

Like should I delete the project from the Epic Launcher? Delete the folder in Windows? Or does Plastic SCM have some "wipe out local files" option?

woven sluice
#

The cleanest way should be to literally do it normally? Write a step by step guide that you'll give new guys, and do it?

weary apex
#

I wanted to try and get UnrealGameSync setup and using perforce with our team. I successfully got things working for me on my local computer but when trying to have other members of the team sync from the stream they are getting a bunch of errors. I followed this really awesome tutorial and things work great for me locally. https://branched-ceramic-2dd.notion.site/Unreal-Game-Sync-Getting-Started-f2d96afbe09b456e95692cc3caac3764

So when a new user pulls down the project for the first time I had them try to run the GenerateProjectFiles.bat but it had a bunch of errors saying packages were missing so I had them run the Setup.bat assuming that was the next step and I keep getting errors in the attached image. What are the proper steps when a new users pulls down all the files from the stream for the first time? I feel like I am missing something.

Pilot Games on Notion

This Guide will contain the steps to setup a Perforce Server for UnrealGameSync. I won’t go into details and explain what has been already well explained in other Guides / Documentations. Have a look at the Ressources if something is unclear. I will share my thoughts and mistakes that I made on certain parts.

burnt dawn
#

Hey y'all, Is there an faq on how to use unreal with git source control? I did a commit and got hit with the Git LFS data quota at 80%

#

I'm scared of doing another commit

#

What's the best (or perhaps, the cheapest) way to handle storing data in source control for unreal?

vagrant spade
# weary apex I wanted to try and get UnrealGameSync setup and using perforce with our team. ...
Epic Developer Community Forums

We are actively working to resolve a disruption of service that impacts Unreal Engine users on GitHub. Anyone downloading fresh copies of Unreal Engine code from GitHub will experience a disruption of service when running the Setup script that fetches dependencies, indicated by a “Failed to download” error message. Those with existing copies ma...

#

I ran into that last night as well before seeing this forum post. pulling in the latest changes from origin fixed the Setup.bat issue for me

weary apex
vagrant spade
#

np

worldly girder
#

I'm hosting my UE projects on a network drive. 10gbite line, NVME2 cache, stacks of ram.

Whenever I need to save or edit a skeletal mesh with Chaos Cloth Physics, I literally have to wait minutes for it to save/process.

Nothing obvious shows in the task manager, minimal resource usage compared to other tasks that are lightning fast. Anyone else had this trouble?

merry verge
#

...don't edit your project on a network drive? I feel like this is a question that answers itself. Given that most professional development is on SSDs you've chosen just about the exact opposite of that.

#

The issue isn't bandwidth, it's latency. You cannot get anywhere near the latency of local NVMe over the network without some crazy hardware that I doubt you're using, and the engine isn't in any way optimized to operate with anything other than local storage.

#

NAS for a shared DDC makes sense. NAS as the destination for a source control repository makes sense. NAS for editing the project itself does not.

worldly girder
#

Yeah, I get that. I just have literally hundreds of projects amounting to terabytes of data, so hard to keep it all locally.

Might look for a solution where I can clone quickly and push the results back to the network when I'm done, thanks

worldly girder
#

Awesome, made a temp workspace/folder that clones the existing workspace to my local drive. Can modify, push changes, then delete, and it all stores/downloads from the local network which keeps it all at speeds I'd expect

raw mantle
#

Really upset at the moment, attempting to compile a engine source build to continue working on a project, but I can't as the unreal dependency CDN is completely dead: https://forums.unrealengine.com/t/upcoming-disruption-of-service-impacting-unreal-engine-users-on-github/1155880/

Needless to say, not very happy at the moment.

Epic Developer Community Forums

We are actively working to resolve a disruption of service that impacts Unreal Engine users on GitHub. Anyone downloading fresh copies of Unreal Engine code from GitHub will experience a disruption of service when running the Setup script that fetches dependencies, indicated by a “Failed to download” error message. Those with existing copies ma...

bronze plume
#

Hey, can anyone let me know how bad the Blueprint source control is in UE5? AKA: do I still need to lock and unlock everything, or are buleprints/objects actually semi-mergable now?

#

(I'm running a private git server that I'm source controlling things on, and have the editor hooked up to it and the repo OK so far.)

merry verge
#

You will still want to lock assets.

bronze plume
#

That bad, ehh @merry verge ?

merry verge
#

They're binary assets, they're inherently unmergable.

bronze plume
#

I mean... I see they added merge stuffs in the editor

#

but like... idk if it's stable.

merry verge
#

There's an in-editor merge/diff tool but it's something you have to use manually and you do not want to rely on it.

#

It's something you use if you absolutely have to recover some data that's going to get stomped, not as your primary workflow.

#

It also only covers blueprints. No other uasset types are even remotely mergable.

bronze plume
#

Ahh... so it doesn't actually merge stuffs, or?

#

Oh....

merry verge
#

It's a 3-way merge view that leaves the actual merging up to you.

bronze plume
#

Okay... that sounds decent.

teal bone
#

It really doesn't

merry verge
#

It's not decent.

bronze plume
#

oh no

merry verge
#

Again, it's something you only use if you have to.

#

There is no good workflow that avoids locking.

bronze plume
#

It's that fucked, ehh?

teal bone
#

Why are you that against locking?

bronze plume
#

Because not everyone on my team is familiar with the Unreal Engine SCM workflow.

#

And I was hoping maybe Epic finally included some better tools...

teal bone
#

So teach them.

bronze plume
#

Lol, yes, I know. But I was just checking to see if things had gotten any better first.

teal bone
#

Sadly not 😦

bronze plume
#

... That's annoying. I guess I'd rather them actually finish the documentation first, lol.

wide raven
merry verge
#

You do not want to be locking code files...

#

locking should only be used for files that can't be merged -> binary assets

#

if you're in a position where you're working successfully with a workflow that involves locking code then you're either on a tiny team that never needs to touch the same files or you're slowing your team down without realizing it.

wide raven
#

Why not take advantage of it since it is there. Might be a sign of overly large classes if there are too many coders fingering the same big file all the time. That can and does cause merge situations which can be pretty nasty sometimes.

merry verge
#

Locking when you're going to do a massive stomp of a branch or something makes sense. Not as part of a normal workflow.

#

Locking exists to solve a specific problem - multiple people trying to modify files that aren't mergable. Code is mergable.

#

Using it "because it is there" is not a justification for it.

#

I can't tell you how often I need to be working in the exact same files as other members of my team. All development would grind to a halt if we had to lock code regularly. And that's not because classes are too big or have too much in them, it's because any large program has lots of interconnected pieces.

#

Not to mention that most changes do merge cleanly

#

Locking others out because you might have painful merge conflicts (which are totally solvable) is a horrible way to work.

wide raven
#

Fair enough. I have faced super nasty merges relatively rarely in the end, over around 20 years... but still considering it : )

#

Like you CAN always force a checkout, but it might be good to make sure people have awareness of what areas others are working on

#

It might help enforce communication on working areas, which would help avoid bad situations

merry verge
#

If you have a bunch of people working in a single file then that is an issue. The solution isn't locking, the solution is to figure out how you got into that situation in the first place because that's an indication of a team or code organization issue.

#

Why are 4 people all rewriting a single system at the same time? That's something you prevent from happening in the first place rather than try to work around with locking.

wide raven
#

And by using locking, the issue gains awareness before it becomes a problem.

merry verge
#

But you don't want to prevent changes to the same file

#

It's not like people should be working in isolation from each other

wide raven
#

Not prevent : minimize simultaneous overlapping work areas

merry verge
#

But by locking you're preventing anyone from even remotely modifying the same file. If I need to update an include in one file because unity build broke something, but someone has that file locked, guess I'm just out of luck.

#

Small changes to a single file aren't a problem. If everyone is rewriting large chunks then yes, there's a problem, but even a decently organized team should be able to head that off before it happens.

wide raven
#

P4V you can unlock any file at any time, at least on our setup

merry verge
#

Why are you unlocking other people's locks

#

that defeats the purpose

#

you can already see when people have something checked out

wide raven
#

We can always say "hey I need this", and other person can say - "ok, wait 1 hour / 1 day / just take it, I will revert"

#

Depending on what the case is, ( revert just for BPs )

merry verge
#

And now instead of making a quick change you have to wait for 1 hour/1 day for someone else to tell you that's fine. Despite your change not even remotely having a chance of causing a painful merge conflict.

#

Those levels of merge conflicts should be rare enough that you don't need to optimize around them.

#

But by doing so you've slowed down all of your other work.

#

I don't know of any studio that operates that way outside of exceptional situations (like merging major development branches - in that situation yeah, locking things for a few days makes sense). Hell, look at the use of git - it doesn't even support locks natively and most of the software world runs on it.

#

And merge conflicts aren't really something people optimize their workflow around because it's just not that big of an issue most of the time.

#

Gamedev is unique in that it deals with source control for lots of binary assets and you don't have the option of merging those without a lot of custom tooling. So you use locks. But that doesn't mean you need to use locks for everything.

wide raven
#

I totally understand your angle : but I feel the awareness of what files are bloating up and becoming risk factors becomes much more acute : the motivation to split up a behemoth gets a lot stronger if there is even the 1 minute comms checkup for any significant change, compared to relying on auditing / awareness / technical debt sessions.

Optimally one could have the option to see the diff of other people's branches 'live'

merry verge
#

And yet most of the industry works exactly the way I describe

#

Locks for assets, merging for code.

wide raven
#

Sure. Doesn't hurt to ponder different angles from time to time

merry verge
#

It doesn't, but it means you should have a strong case for why a workflow is better.

#

and I see this as optimizing for something that rarely happens in exchange for slowing down development.

#

Also, P4 totally allows you to see what other files people are modifying without locks. I've had people occasionally poke me asking what I'm doing in a file.

#

You can't see exactly what the changes are unless someone has shelved, but that's probably for the better - P4 is already annoying at best when it comes to keeping the server up to date...

wide raven
#

All granted. Might still try it out for a week or two sometime to get a feeling for the impacts.

Let's switch to another micro-management thing I've been pondering. Considering how desirable is would be to prevent people from committing to mainline when builds are broken because of commit x. Most of the time I would like to see a dev immediately fix the breakage, and not let other commits stack up meanwhile.

But maybe again the process of blocking/unblocking mainline might be more trouble than it's worth.

bronze plume
#

Hey, real quick. did Unreal implement a context menu option for checking out and checking in (locking) with git LFS?

#

Because I see it being mentioned in the documentation, but it ain't showin up for me.

merry verge
#

I don't know if the built in plugin has that

#

but one of the other plugins does iirc

bronze plume
#

greatly apprecaited

#

Yeah... it's weird because it's in the 5.0 and 5.1 documentation, and says it's SCM type agnostic... but also I wonder if it's just perforce.

merry verge
#

It's agnostic... but the plugin has to implement it

bronze plume
#

shrugs

#

... idk, it says it works with git lfs, but I'm not seein the context menu item.

merry verge
#

Not every source control system supports locking. Git doesn't natively, it's part of LFS, and epic hasn't really kept the git plugin up to date.

#

Hence the various community created ones.

bronze plume
#

Gotcha.

#

I just kinda assumed the git one would be up to date with LFS support because I remember it working in like... 4.25 or somewhere around there.

outer kiln
#

speaking of which, no git in dropdown anymore for source control, is it back in 5.2 ?

#

yes that is odd about epic and github, since that is where they put the c++ source ;0-

#

as relates to git source control option :()

#

and so far anyway, perforce is rather buggy

#

OUcccccch, dont recall doing that, but git was removed as plugin...sigh

#

so nvm, but still applies I guess, perforce isn't working reliably on project start,and git isn't being maintained, so what are we left with as desired default?

#

Im sure not going with unity, I guess subversion.

merry verge
outer kiln
#

I know.

#

hence my surprise its not working right

merry verge
#

If perforce isn't working right that's probably an issue with your setup, not the plugin.

#

Because again, that's what epic themselves use.

outer kiln
#

well it works\

#

just not at setup

merry verge
#

I don't know what you mean.

outer kiln
#

so I have to close, then magically it shows, working and enabled\

#

odd.

#

on start, it shows green check

#

but on open of sc ui, there is a problem with path or something

#

I close it

#

then error goes away

#

but honestly, perforce docs are very outdated.

#

so there is that

#

I mean at perf. website

wide raven
outer kiln
#

I just explained

wide raven
#

Please try to compose the issue in one or two sentences in one post

outer kiln
#

alright

merry verge
#

Perforce's own docs tend to be fine if annoying to search through, if they're outdated it tends to be because you ended up on one of the old doc links. They really need to figure out how to deprioritize search results for their old docs, the 2022.x docs are fine but google regularly points you towards 2016 and older versions lol

outer kiln
#

i hover over source control lower right corner ue5 UI, shows error, I open to see what is wrong, close, error goes away during hover on same location on UI as above.

wide raven
#

Getting anything in the source control logs?

outer kiln
#

checking

#

CommandMessage Command: Connect, Error: Workspace 'thehe_Essence_3527' does not map into this project's directory.
CommandMessage Command: Connect, Error: You should set your workspace up to map to a directory at or above the project's directory.
CommandMessage Command: UpdateStatus, Info: Path 'G:/Documents/Essence/Test2/Config/DefaultEngine.ini' is not under client's root 'G:\EssenceWkSpace'.

#

but oddly, source control shows green checkmark in green circle.

wide raven
#

Mkay, seems like you might have some p4 setup issue. I haven't seen this on unreal side, but have seen it on p4v

outer kiln
#

HM ok ty for info 🙂

#

well , one thing I can't get working atm, is available workspaces never populates. ideas ?

wide raven
#

Regarding the p4 setup, I would check through "p4 info" and "p4 set" via command line, looking closely at what values you are getting when in project root.

wide raven
outer kiln
#

OK whew1 GLAD its not me ;)))ehaw,.

#

I'll give the command line stuff a try, ty.

raw mantle
#

if so, id SO rather use this

raw mantle
#

does anyone know how to mitigate it in the meantime?

wide raven
wide raven
#

"When it rains, it pours"

raw mantle
#

heh, true

wide raven
#

Maybe they figured they have it mostly under control and rest up the weekend, hopefully get it kicked into shape early this starting week ( fingers crossed )

merry verge
raw mantle
#

ah

bronze plume
#

UE source control shouldn't be this bad, tbh.

#

put it on the wishlist.

outer kiln
#

sadly it IS

#

git was the easiest overall to setup,saved me from a mess once.

#

Im a bit surprised I got perf. working, but was glad for it, but website for perf. where you are referred when binging, its out of date afa howto goes and thats where you are referred.

#

I decided to try perf. given its what epic uses, I guess their team has it down pat ;0-0

#

I mean, if unitys offering is 'easy' to setup, then yes I couldn't agree more with lepren, pls put it on the todo list.

#

what setting do most here use, assuming many prob. have teams, I am solo. Do you checkout on modification ?

#

appreciate siliex for getting me going fixing perf.

merry verge
#

Unreal doesn't provide source control. Everything is provided by third parties, and it isn't Epic's responsibility if you're unable to setup a perforce server. The unreal side of the integration for perforce works fine.
Unity's original source control is not something I've heard good things about. Their newer program (plastic scm) isn't theirs - it was acquired. And now you can't even find out pricing on plastic without contacting them which is... a choice.

merry verge
outer kiln
#

I disagree a litttle. I mean docs for perf. are in docs

#

how to setup

#

if imperfect.

#

old ish ?

merry verge
#

Those docs are not how to setup a perforce server though, and they're not out of date. Nothing around perforce setup has changed in years.

outer kiln
#

ok

merry verge
#

Furthermore perforce is not for the faint of heart.

#

Maintaining a server at least.

outer kiln
#

define faint of heart

merry verge
#

I mean that I don't think anyone here should be running a perforce server without being willing to learn some sysadmin skills.

outer kiln
#

I know some of those

#

tho I am rather rusty, linux skiill if not very rusty

#

I dont know. if its that serious, of all, the perf. 'howto' outdated video says nothing about those needed skills

#

I still agree overall about the todo list

merry verge
#

That isn't a video from epic though

outer kiln
#

i kmow yup

burnt dawn
#

From what I've read, perforce is usually the go-to for source control but it's not for the faint of heart due to the learning curve?

#

The more I know, The more I dont truly know.
The more I get to know, The more I know that there's still more to know
The more I know....

outer kiln
#

heh

merry verge
# burnt dawn From what I've read, perforce is usually the go-to for source control but it's n...

Perforce isn't all that hard to use. It's hard to administrate if you don't have any experience setting up that kind of server software.
It's not even any harder than any other software of it's kind (occasional shoddy documentation aside), but not everyone has Linux sysadmin experience. There are tons of hosts for git that do the hard part for you, but the only such host for perforce (assembla) costs a decent amount of $.

jaunty hornet
#

Git is nice in that you can easily set it up for local use, which is what I'd recommend if you're a solo dev working alone

#

Though there is the local option on P4 I suddenly remember, I never used that before

outer kiln
#

early bird ;))heh

#

I had git working before anything, saved myhide once, but I was curious about Perf.

#

git once up, never gave me errors, perf. not so lucky but a per siliex, I am looking into it

#

a/as

#

and yes I m doing mine locally no reason not to, new onboard pciE m.2 2280 so might as well. I went too long w/o SC so I'm glad I took plunge.

outer kiln
teal bone
bronze plume
#

... I mean... I'm running a proxmox home server (and have a degree and years of professional sysadmin), so maybe I should just ditch git server and try perforce. Is it runnable on a private server or do they force you to use one of their partnered hosting platforms?

teal bone
#

You can run your own, I'm pretty sure.

silver token
#

You definitely can.

bronze plume
#

Sick. I might give it a go then.

#

If I host it, will it still cost money?

#

That's the real kicker

#

... ohhhh I see... it gets expensive after 5 users...

#

Yikes

#

Okay... maybe nah, then.

teal bone
#

Only let 5 people use it!

#

😄

bronze plume
#

Also, and this is probably a hot take, I like using no auth git-daemon as the sc protocol because it makes it easier to work with artists and less-program-savvy individuals.

#

But also I have bi-daily (out of container) backups and am running raid-1 for data retention/integrity.

#

So... it's still stupid, but... I honestly care more about reducing fiction, than security for hobby stuffs.

burnt dawn
burnt dawn
#

I'm working solo at the moment so that I can learn unreal

merry verge
#

GitHub/gitlab/bitbucket/azure devops/probably some others

burnt dawn
#

I'm using github but there's a limit (got an email about it)

#

I know gitlab has a limit of 10gb but doesn't game dev take more space than that?

#

A friend mentioned I could host my own git lfs server but I don't know where to start on that 😅

merry verge
#

If you have assets that add up to be larger than that, sure. And you can generally lift those limits by paying.
Azure DevOps has unlimited space but limited users
You could host things yourself but then you're paying for the storage yourself anyway.
There is no totally free unlimited solution, every host has limits depending on what you're willing to pay.

burnt dawn
#

Thanks for the explanation!

bronze plume
#

I'm hosting it myself. You can actually buy refurb servers for cheap for homeserver stuffs for example, or just slap a ton of storage on an old laptop or raspberry pi.

#

But also... that's not for everyone (as much as I am very much FOR home server).

fringe lagoon
#

Hi, I have my project on p4 but my p4ignore file keeps getting ignored when trying to reconcile offline work. All the intermediate folders etc keep getting marked for add

#

Does anyone know why would the p4ignore file not work?

wide raven
fringe lagoon
#

Like, it's preventing me from marking some files for add but others, not

#

Even though the rules are being correctly specified in the file

wide raven
#

I tend to work around it by running reconcile on select folders only

fringe lagoon
#

Fair enough, bit of a headache tho 😦

wide raven
#

yepp

fringe lagoon
#

Ohh I got it working

#

So you will need to open the cmd and run this

p4 set P4IGNORE=p4ignore.txt

#

Or whatever your p4ignore file is called

#

Then close and reopen p4

#

And it magically works

bitter sun
#

error setting certificate verify locations: CAfile: C:/-redacted-/gitInstance/--/ca-bundle.crt CApath: none
i get this error when I'm trying to add remote in Fork client, anyone knows how can I fix this?

#

stackoverflow is quite confusing for a git noob with some PTSD

wide raven
#
Epic Developer Community Forums

We are actively working to resolve a disruption of service that impacts Unreal Engine users on GitHub. Anyone downloading fresh copies of Unreal Engine code from GitHub will experience a disruption of service when running the Setup script that fetches dependencies, indicated by a “Failed to download” error message. Those with existing copies ma...

bitter sun
#

this happens on a local project though, not UE source code

wide raven
#

Ah, in that case probably different issue. I didn't have any trouble setting up an unreal fork with Fork, so no further clues here

quaint obsidian
karmic meadow
ancient echo
#

I have some bps that say scheduled for addition, but I can't see a way to submit these files to the repository

outer kiln
#

where does git pluginfrom github go ? its saying can't compile it ?

#

its the refactored one

#

its in project PLUGIN folder

#

git works fine,just not UEgitPLUGIN from github

quaint obsidian
#

have to compile it with VS

#

do you have a log?

#

Saved/Logs

outer kiln
#

oh sorry, thought all had gone lights out LOOL

#

ty for responding 🙂

#

I'll check that out, ty mcoms

#

I know but the weird thingis, UE does try to compile it, always fails. Is something wrong I wonder with UE settings ?

#

I do btw, have latest community Edition VS installed here

#

It is the version , 2022 btw, so ya weird, it cant' find it, checking for information

outer kiln
#

@quaint obsidian are you sure it has to be compiled, nothing indicate that, on github page

#

indicates that................

#

would it say .uplugin if it wasn't compiled ?

quaint obsidian
#

there are no binaries, yes im sure

#

i made the plugin :D

#

check Saved/Logs folder to see why it isnt compiling

outer kiln
#

gotcha thx

#

its too huge and badly spaced to find much,but

#

searching for git UEgit , nothing comes up, which I would think....

#

so now what

#

hmm well I know its late, ic you posted hours ago, so

ember zealot
#

So i'm about to go set up perforce on AWS EC2. That should be viable, right?

mighty light
#

Absolutely

#

That's what we used for a while. Cost aside its a great way to get started

outer kiln
#

not if you consider their very outdated videos 😉 its not.

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git was way easy to get going with,in seconds.

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both have their own problems.

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but I do have perforce working, finally,so if git doesn't work out, I can revert

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and also, not sure which forum to put this in, UGgitplugin from github, placed in project/plugin folder, doesn't work, on project start,it says can't compile plugin, but its already a plugin isnt it, as the suffix is .uplugin .

runic summit
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I'm just doublechecking my understanding here -

1 - Let's say you have a depot on Perforce and pull the entire thing to a workspace.
2. P4 sees the depot/workspace match.
3. You copy the workspace to another windows folder, then delete the files in the workspace folder.
4. You copy the backup files BACK to the workspace folders.

Even though windows might see these as different files, merely of the same name/size/etc, the P4 depot will recognize them as the same because of the binary nature?

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Hopefully I'm explaining that correctly

outer kiln
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ya , but I think you have to change the workspace in perforce, to where it now resides

merry verge
# runic summit I'm just doublechecking my understanding here - 1 - Let's say you have a depot...

Perforce doesn't compare anything about files in your local workspace unless you explicitly run p4 reconcile (or use the reconcile offline work option in p4v).
The server keeps track of what revision your workspace has, and all operations are based on that. "Get latest revision" will do nothing if the server saw that your last sync of that file was at the latest version, regardless of what you've done to the file locally.
So yes, copying files out, deleting everything, then copying files back will still be seen as you having the same files at the same revision because you haven't told the server about any changes.

weary apex
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How long does it take for UnrealGameSync to detect Precompiled Binaries from perforce?
I have been waiting over 30 min and it still doesn't detect them.

mighty light
merry verge
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correct

outer kiln
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Are there any docs anywhere and how to compile hegira plug-in , Visual Studio won’t load anything in uegitplugin folder