#source-control

1 messages · Page 11 of 1

vague whale
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Hi, i am trying to migrate my perforce server to a new server, but after i replay the checkpoint none of the depots are visible

vague whale
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ah well i managed to fix that, but no info about how to port over users

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oh its worked, nevermind

fickle canopy
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thank you Ryan that did the trick! Got it all set up now with a new depot on block storage.

To anyone else who runs into this, this post was helpful for me in learning how to give the user access to the new drive.

https://askubuntu.com/questions/487527/give-specific-user-permission-to-write-to-a-folder-using-w-notation

wraith viper
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Hi there! I'm facing a problem at work atm and I'm running out of ideas. Basically we want to delete some meshes that are not longer needed after an automated process takes place. After cleaning all the references to that mesh I'm using the SourceControlHelpers::MarkForDelete function to mark it for delete on Perforce. The problem is that it fails saying the file is being used by another process. I tried to debug and it seems to be the UE Editor itself, which is odd in my opinion.

wraith viper
# wraith viper Hi there! I'm facing a problem at work atm and I'm running out of ideas. Basical...

SoureControlHelpers.cpp - So basically the source control provider, in this case Perforce of course, executes the Delete command successfully, but for whatever reason it executes another block that tries to delete the file if it still exist after performing the delete command. I've tried even forcing UE to Garbage Collect to see if it was still having a reference to the asset, but still had the same issue

wraith viper
main jasper
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Hmm, for some reason, my changelist is gray and I cannot revert it. Anyone knows whats up?

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P4 revert returns no permissions :/

You don't have permission for this operation```

E: revert with depot notation helped
rare notch
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Hey Brian-- what I did was:

  1. Got my DigitalOcean volume mounted (there was an option to auto format and mount I think so I didn't really need to do much manually for this)

  2. Then when creating my depot in P4A I just made the storage location /mnt/volume_[xyz]_01/[depotname]

glacial violet
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So, I have a weird dilemma and Perforce support is useless as ever 😅😂

So, the project I'm working with had a change to a file: and the file started throwing random errors(change was a comment added, no logic)

Recreated the error and any chabge to one of the files in source causes the files to start throwing errors.

This is fixed by doing a Reconcile Offline Work without a p4ignore. The errors all disappear.

Perforce somehow stops the project from being able to see symbols from compiled sources.

If I re-add a p4ignore and Perforce cannot see intermediate and such paths again: errors return.

The code is not error'ed itself and is functional when the "not fix" fix of reconcile offline work is performed and Perforce can see the files in intermediate, binaries, etc again.

I have tried deleting all intermediate, binaries, saved, and ddc paths and rebuilt also.

Perforce refuses to just allow these files to interact with other files in the directory unless in view.

Problem is: I cannot push intermediate/binaries/ddc saved

Any suggestions are appreciated but be aware the code itself is not where the problem lies given the code runs when using Reconcile Offline Work without a p4ignore present and no errors are present after; they disappear when you open the cop files next and you can successfully compile.

glacial violet
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When you move it over to a plugin: the entire plugin folder will be marked "for add" including the repeat files. In the same submit: just go to the file view in P4v and find the files you moved to the plugin and "mark for delete"

wide raven
wide raven
woven sluice
glacial violet
# wide raven Sorry not to help with actual problem, but we don't want to keep intermediate/bi...

Issue is: the file does not stop generating the errors unless those get automatically picked up by reconcile. I have tried to clear out the binaries/intermediate/ddc/saved from project and all plugins; it is just confusing to find the cause of this error given the relationship it has with the VS Files and Perforce and not the actual code being wrong/only compiling when the files are tracked.

glacial violet
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[2023.08.08-06.04.54:692][ 0]LogWindows: Error: Assertion failed: IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1098]

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This VS Output error from a .uproject operation VS started when I add an edit only throws on a new workspace the first time the problem file in our Game/Source/ has any edit; not even saved, just edited with a comment. It goes from compiling successfully to the errors being thrown until files get tracked. Leaving me to guess possibly one of our source files got moved accidentally to a plugin source file path

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Thats the only meaningful error since the actually syntax errors in the problem file come up and disappear once files get tracked.

glacial violet
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I just want to know why they become syntax errors that disappear without changing them while that shouldn't be related to compile capability like tracking the generated files in P4.

woven sluice
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show the errors.
tell us what the problem files are.

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stop spewing random gibberish

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there will be a reason for what's happening, and unless someone has specifically had the exact same thing happen to them recently, nobody is going to find it without some real info.

wide raven
glacial violet
glacial violet
# woven sluice there will be a reason for what's happening, and unless someone has specifically...

The thing is; they will not have the same errors, only the same problem unless they happen to have a very similarly modified file specifically from an Epic Games curated repo.

Like the in file errors are inconsequential to the actual problem. Fixing the errors individually do not solve the actual issue of the SharedPointer/P4v letting everything compile until an edit is attempted on said file or until after generated files are tracked.

woven sluice
glacial violet
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Build, rebuild, and removing generated files for the rebuild does not solve it oddly enough.

woven sluice
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ok, so for the third time, show the error(s)

glacial violet
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Which error? Only error that matters is essentially the sharedpointer error. Why would errors that are false/still compile before an edit on the problem file occurs and disappear with the reconcile fix be the cause/need changes if they didn't need changes before and after the edits?

woven sluice
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alright, bye

glacial violet
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Okay lol

wide raven
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Right now it is a bit hard to get a bead on what is going on

teal bone
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Or, as has been suggested, if it's a compilation error: post the entire output log. If it's a runtime crash, post the last 50 or so lines of hte output log and the call stack.

glacial violet
# wide raven I might consider stepping back, trying to compress the problem into one clear pa...

Okay, I will try! Workspace can be created, build with p4ignore occurs, and project opens. I can edit and live compile/build again with other .cpp/.h files having an edits. The second I edit, even add a // comment to the proble. .cpp/.h file; it starts processing a uproject code command in visual studio output and throws the SharedPointer error on line 1098. Build occurs and syntaxes errors not present before and not thrown during previous compiles appear. Tracking the generated files in p4v essentially stops the syntaxes errors and let's me edit and compile the problem .cpp/.h file

teal bone
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What's the entire call stack?

glacial violet
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Grabbing that now from logs

glacial violet
wide raven
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) "I edit ... starts processing" - is this live coding or something? if so, I back off, I don't use that.
) Tracking generated files is definitely not desirable, I would perhaps start by adding those folders to ignore

glacial violet
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It happens specifically in VS when project is closed and I'm doing a build/rebuild; so it essentially just spreads down to live compile as well.

teal bone
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The editor is crashing when you're building in VS.... without live coding?

glacial violet
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Also, new workspace is downloading from depot; will have that stack trace for ya momentarily

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When I make an edit to the problem file, VS runs a cmd command for the .uproject file which might be why it throws a call stack specifically in the Visual Studio output

teal bone
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So you aren't getting a runtime error.

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Because you can't get a runtime error without the editor open.

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It's what causes the runtime errors.

glacial violet
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Oh that's the funny thing, I believe the cmd line VS runs is a ue editor launch operation with a long string of ops after such as -norhi -noshadercompile -ddc=unshared etc

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Like it runs a ue project launch command the second an edit is made to the problem file

teal bone
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That'll be some setting or mod installed doing that.

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You have VAX or Resharper?

glacial violet
teal bone
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Well it's to do with your copy of VS, not theirs.

glacial violet
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Ah ye, no VS plugins on my side. Thought you meant plugins in the project

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I'll @ you once the depot is downloaded; don't want to keep you waiting 😅

teal bone
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Highly likely I won't be here.

glacial violet
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No worries mate, thank you for the help so far! Finding the cause of the bug/issue is of interest to me but not a major necessity since we have a roundabout fix technically so I'm in no rush on my end

silent minnow
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I had to migrate the workspace. To do so I had to open Workspaces from the "tabs", RMB on my workspace, do Edit Workspace, specify the directory in Basic, and assign the new owner and host. In my case host was basically the new computer name (DESKTOP-numbers and characters).

late jungle
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Question about perforce: How should I view workspaces? Let's say we have a game and we have a folder with art asset files. Would you put those on the same server in separate workspaces? Or if you have a customized version of the engine, would you put this in a separate workspace so it could be used more easily for different projects?

woven sluice
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a workspace is nothing more than a client's view-mapping of the server.

imagine you were building a car in a workshop, and you will do all of your handiwork on a workbench that is over on the side of the room. your 'workspace' would consist of whatever chunks of the car that you decided to carry over to your workbench. whatever you set up on your bench, that's your "view" of your workshop.

you might have two different workbenches (workspaces) that are each mapped to contain different parts of the project, or multiple parts from various projects.

late jungle
wide raven
woven sluice
# late jungle Yea I figured as much. But there seem to be reasons to separate them no? Like if...

Yeah, that's what a client can do... Either have a single monolithic workspace giving them the whole server, or a cut down workspace with only parts of it, or multiple workspaces for separate unrelated projects.

Every client needs a workspace. You don't share them.

You might also want to learn how to use streams depots btw... They change things around quite a bit though, it might be confusing learning everything. With streams depots the workspace just picks a stream; the server admin can optionally take the burden off of the users to figure out how to set up their artist workspace, artists just set their workspace as the artist stream

woven sluice
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(unrelated sidenote: I am using the word "client" to mean a human user... perforce sometimes uses the word "client" to mean "workspace" Facepalm )

late jungle
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Yea I know it's local 🙂

late jungle
open yacht
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Hello guys, I was looking for a cloud version control system for my UE VR(Oculus Quest Pro) project and we are 5 users, we just switched from Unity to UE because we want to improve VFX and our VFX artist recommended us to switch... I was thinking on GitHub because is the one I'm familiarized with. Could you give me any advices (budget max. 50€/month)?

woven sluice
cunning mantle
cosmic venture
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having issue with UE5.

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project froze during BP create popup. I killed the process. Now project wont open.

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any other project opens fine

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i have it under GIT.

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i try to check earlier commits and same issue

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tried going back 2 different commits and same error

wide raven
rustic dagger
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devops has unlimited storage and desktop is really easy to use

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but setting up requires some work

cosmic venture
wide raven
cosmic venture
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i just forgot about saved being generated. I guess i deserve a punishment of 2 hrs of troubleshooting, lol.

wide raven
cosmic venture
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they are not. I guess should have looked at .gitignore inside the project folder.

wide raven
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Ah, it's one of those things that should just be in Unreal docs "Things every dev should know when they start" list

eternal mountain
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sorry for necroposting this, did this ever turn out to be an issue for you?

drowsy raft
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What’s this chat for?

woven sluice
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version control systems usage

vague whale
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Hi, has anyone setup a p4 to discord integration?

pulsar parcel
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On the P4 side you'd setup a trigger on the change-commit event to call a script written in your language of choice (Python, Bash, Powershell, etc) that then calls the webhook you configured

errant laurel
vague whale
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you do?

errant laurel
vague whale
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i was being lazy i hoped someone had done it before, i found a github project that seems to be good

errant laurel
vague whale
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hi again, i've setup a p4 triggers the script seems to work when i run it from the command line, but p4 never calls it

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i assume p4 runs triggers as the user running p4

pulsar parcel
vague whale
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I checked the script, it works just fine when called manually

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I checked the log files, no errors there

pulsar parcel
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Show the output of p4 triggers. Usually if the script errors, then the stderr output will be shown to the user committing

vague whale
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I tried putting garbage in p4 triggers it rejected it

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p4 triggers -o?

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Triggers:
        discord change-commit //depot/... "/opt/perforce/local/bin/perforce_discord_webhook.sh %changelist%"
        logger change-submit //depot/... "logger p4 change %changelist%"
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I think I didn't do something in p4 to enable triggers

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I tested if I had it right by making a mistake

pulsar parcel
vague whale
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Yes I wrote the environment vars out when the script is called

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I even called logger to get something in syslog

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But nothing shows

pulsar parcel
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And what does the Bash script look like. Also is the depot you want to log, does the path actually start with //depot/?

vague whale
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ah that could be it

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would //... get all or do i need to do one for each depot?

pulsar parcel
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It might but it might be too noisy, I don't think I'd recommend doing that

vague whale
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don't think so 🙂 its me and a friend right now

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and we constantly miss who submitted where

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i thought the syntax was //depot/<name>

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thanks i see the syslog message now

pulsar parcel
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So it's working now? The //depot/... part was referring to a depot path, you'd see the same in P4V in the depot view

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The ... is just P4's wildcard syntax

vague whale
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i did //...

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i wish the default depot wasn't called depot

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or they wrote //<depot>/...

pulsar parcel
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The first thing I did was delete the default depot since it's a classic depot anyway

vague whale
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i left it, didn't know what it was used for

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i've not really looked into how to setup streams

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but we work in plugins and promote them down to each other

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so each submit is a hint to update a plugin

pulsar parcel
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I used streams before, mostly release streams using Epic's Robomerge tool

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Dev streams were very seldom used

vague whale
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i thought as much

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i just setup classic repos

pulsar parcel
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The thing is you can't convert it later. So at the start it would be fine just to have a mainline stream and nothing else

vague whale
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i can't see it being a problem any time soon

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i am sure it isn't the best practice

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its pretty much the backup / file sharing tool, we are pretty much trunk based and have divided up the project into 18 repos

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only thing we didn't have going was the notification like we do with github

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i am debating about using a file server of some sort to distribute plugins and not keep them under version control

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Thanks for your help, I've been caught out by p4's funny syntax

wispy marten
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Hey guys, I have a rather large 100+GP project that needs source control. But GIT cannot seem to handle that level of a push. I have tried the increase buffer but still my push times out....

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How can I host this for collaboration and backup?

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Anything not GIT would be great... I would sue that company if I could, I changed branches and it pulled and deleted my entire project once. Its as user friendly as a football bat in a game of digital pong.

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In game design its easy to increase 10-20GB's of content in a day to push as well.

pulsar parcel
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Free for 5 users, pay per user beyond 5

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I'm using it for a private project currently

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I consider P4 the standard for large teams. Plastic is just incredibly frustrating to work with

wispy marten
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I am using AzureDevOpps with AnchorPoint

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I started with Github and seen the size cost so tried switching the URL to devops.

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Been kinda broken since, checking some things now

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Just need something to work.

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Where would I check the LFS part? =/

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Something as simple as a cloud backup feels way to intense.

wispy marten
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Anything with that kinda learning curve and that kinda reaction to changing a branch is insane.

pulsar parcel
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why would you wait 4 months for a check-in

wispy marten
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It started having size restrictions on me and by the time I bought more storage It wouldnt commit the 20GB of work.

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And it grew and grew and in troubleshooting I switched branches

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and boom

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ALL gone

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Forums are filled with like stories, just far to complicated for a simple backup

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So now I am at 100GB's scared with no backup

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lol

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Accept a physical one I copy myself to an external

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but its not fun for sure.

visual tide
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quick Q: do I have to manually connect to revision control every time? I noticed the green check in the bottom right disappeared on restart

wispy marten
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Yeah Github which I thought was a part of Git.

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I almost have it working on AzureDevops now, but it said "the push failed" not much of a reason after loading 100% of the 100GB files to Azure. Then you look and nothing at all loaded during the push.

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Going to see if I can find some logs to google.

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Took literally hours too.

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Is thre a good backup mechanism out there that can push changes and not have to re-copy the entire project?

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Doing it old school is copy and pasting the entire project takes hours as well, every night.

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Well maybe in terminology, but the idealism is the same. If I am working on a project at 90GB and I already have a 90GB backup but make 5GB work of changes, I would like to update that backup with the changes. Not delete 90GB and copy paste the 95GB.

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No I understand it for sharing dev work and committing changes.

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To a group.

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True, but as a DBA for medical software, when I sync an archival file, it updates it automatically.

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So changes are sent to both current project and my archival backup.

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I dont have to delete the entire backup and then reimport the project for changes.

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So that is the functionality I am looking for. If I went into the wrong area for it, what is out there for game design to do it?

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Unreal does not make me a devops person

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So devops is hard to understand.

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Well github and git commands felt a bit advanced is what I mean.

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You need to know how to use commands and understand some code.

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Yeah thats what I downloaded

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Thats what stole my project.

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Lol

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Anchorpoint has a nice UI and I am trying to get it to send to Devops.

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You can see its trying up top, but the "new build" and changing the master file to azuredevops is the whole project in a push I think.

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I have older commit's just scared of it pulling a github and reverting my actual project files.

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Yep, I lost the ability to commit for to long when working with github, buffering size issue on one push because in unreal you can import or migrate other content and it can add a large amount of data to the project.

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So that commit struggled then I blindly moved on and added three other migrations to it.

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Yep agreed!

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newb mistake.

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But then I thought of the sceanrio where someone wants to begin source control late in a project...

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is that possible?

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Okay, then im treating my project that way, I deleted github and moving the entire project to devops as if Im doing it late in the game.

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I will check your post and try

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luckly I have some begining, mid point and end commits, but I need to be better and more habitual

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O those were test when github was failing so no not serious

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Two months ago when it was working was sorta better, but I need to improve my commenting.

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I was committing at the end of major updates, texturing or assets all added.

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Need to be more often not a day or so of work.

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Agreed, was learning haha

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I had about 20-25 more commits but I hit the undo button.

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on github thinking maybe it would undo the problem

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Thats how I lost all the work, so ill focus on getting this project in and increasing my git pushes and good commenting, I plan to have someone colab as well, very soon.

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So I got to figure it out.

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It "undo's" all pending push comments I found out.

wispy marten
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Its that button bellow commit to master.

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I had 9415 file changes in there before I clicked it.

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Then gone.

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Yeah it could be called anything and function as something else in a UI

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so who knows, I just know what happened haha

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I stepped away from it, it was to much to learn and the stakes are high if I can lost project files saved to my desktop.

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It believed it to be working in a world of copying to the github desktop and then pushing up.

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But I was wrong.

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Yeah the commits were in history and I could of gotten it back until the undo button.

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Then they vanished as commits and history.

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Ive redone a majority of it at this point.

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So no worries, more focused on getting source control working right.

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so I dont have the issue again and I can colab

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Got it.

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I was also unsure on SSH and how to even get in the git console for github.

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Achnorpoint has a console window.

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So kinda nice and helpful.

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Thank @late thicket for helping me understand. Most youtubes just showed everyone in visual basic or some console.

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It was confusing to try and get into.

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Yeah ive used SSH authenticate into and manage servers in the past. It looked like it ya, I think he was doing actual coding, using git/github to backup his changes.

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Problem with tutorials, no one is doing the same thing or exact use case in most scenarios. He was teaching to increase the buffersize / pool with github. As the commit was to large.

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git config http.postBuffer 524288000

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something like that.

woven sluice
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somewhere out there, Ryan shed a single tear, and did not know why

frank raft
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Greetings, dear friends

I'm looking at reorganizing all my DevOps and CI/CD, and looking for the best things out there

@late thicket Are you still using Jetbrains Space? would you recommend it for UE5?

Thank you ❤️

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I had no context, thank you. So you wouldn't recommend it?

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Thank you. May I ask what you are using right now? I'm basically doing reserach on what's the best, exploring many of the options

pulsar parcel
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disagree with P4 but I never knew about Jenkins' "L"TS

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Teamcity seems nice as long as you don't go over their free limits

woven sluice
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still need to give teamcity a proper chance... last time i looked at it i learned that i needed to learn kotlin and make a full blown plugin for it, just to run a simple cmd like run a .bat at a certain time for a super basic trigger, and i ragequit it

pulsar parcel
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yeah I don't think that's the case anymore

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the build configurations looked pretty straightforward

woven sluice
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iirc the thing i could not do was ... maybe a pre-source control step? i'll give it another try one day PepeTime

merry verge
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Teamcity is one of the only options that has legitimately good p4 support out of the box.

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So unless you're going to attempt to setup horde with basically no documentation, teamcity is the way to go if you're using p4 (and isn't a bad option even if you're not)

analog shore
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Hey

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we're using perforce and sometimes when maps get updated things break

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rotations, scale, missing materials

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even though it seems perfectly fine on the other end and something like for example the fences, 100% is checked out and submitted properly

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so it's not about missing assets

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this happened with OFPA and without it

cyan jay
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Usually just means that source control was not connected the whole time someone was working. You should reconcile your Content folders.

pulsar parcel
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another situation is that if you don't use exclusive checkout then you can end up clobbering

paper hound
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how can i be sure everything transfered ?

stable tendon
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Happy to help if you can post a screenshot? Since you're talking about Rider, is it UE specific? Just want to keep it related.

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Would love to know why you're not happy about Perforce with UE. Send me a DM if you want to vent, maybe we can get you going.

Also, Jenkins is a tried and true CI/CD system, it's powering almost all of the top companies. It's been almost unchanged for 10 years since it's so solid.

torpid ivy
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any ideas why my perforce connection is acting up? Here is the scenario. P4D is set up on a dedicated local machine. Ports are forwarded. When I try to connect with the client machine, it can see the server (will lete me know if the username is not found or not, then request password when I use the correct one), but then it says it cant connect to it afterwords. I am at a loss.

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I have made firewall rules, it sees it on a port checker...

stable tendon
stable tendon
arctic knoll
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can someone explain to me what the best way is to share a project

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can you exlpain what you mean with "git with auzre devops'

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ah okay so i have to make an acount on one of those and upload my files???

stable tendon
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Also Rise, don't forget to look into file size limits/counts, and requiring Git LFS for larger files.

round cave
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Hey everyone! Is there a safe way to remove my .git information from my project, stop using git entirely, and stop tracking any of the file changes I've made locally, but not lose any of my current files?
I didn't realize my commits/pushes weren't going through so I just have a ton of local changes and it's taking a lot of storage. I'd like to get rid of it and use another backup method but keep all of my current files

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As you can see it's taking up a lot of local storage lol

stable tendon
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You can safely remove your .git directory, w/o it affecting your files.

round cave
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How do I do that through terminal or github desktop? I can't even see the .git stuff in my folder system

stable tendon
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Usually dot "." files and folders are hidden by the OS Windows/Mac.

round cave
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Okay I can see it when I enable hidden items. I am 100% safe to just delete this whole folder?

stable tendon
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It's up to you, and everything has been backed up. If all you care about are the files that are NOT in the .git folder, then yeah, you're good.

round cave
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Yeah I just want to keep my project files for my UE game and remove git tracking and any associated git data

stable tendon
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g2g then

round cave
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Cool thank you!

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This might be a stupid way to do it but I'm actually just deleting it to get a fresh start and try using a different host other than github since my files are too large and I don't want to pay for their storage.
I see earlier today there was a discussion about using azure devops free tier and git. Would azure devops have enough storage for me to keep my game files for free? I'm around 75gb project size

stable tendon
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Not a stupid way! Find what works for you (and your team). Try different solutions. I'm not versed in ADO (Azure DevOps), so you'll have to do some digging into the docs to check out those limits. 🙂

merry verge
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ADO doesn't have size limits, it has user limits (5 free, pay for more). And you don't need to delete your git folder just to move hosts if you're sticking with git, you can set your new host as the origin and push there.

round cave
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Really? That sounds insanely good. Is it difficult to set up?

merry verge
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...no? As difficult as signing up for any other service is?

round cave
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Sorry I have never done any hosting services before it's all new to me. I just wanted to make sure

round cave
merry verge
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that's azure artifacts

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which has nothing to do with git

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repos is git hosting

round cave
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Do you happen to have any links to tutorials or guides on how to set this up properly? Sorry for the basic questions

merry verge
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...just sign up and make a repo? It's not particularly different from github.

round cave
#

Yeah I have changed the origin. Now I am just trying to set up my ssh keys and stuff. Hopefully I get it right I'm not too well versed with git lol

round cave
#

What sort of content should use LFS when using git? I see different answers everywhere online
I see that some people track the entire content folder, some do specific folders, and some have it set up to only do specific file types

merry verge
#

.uasset, .umap, any art source files you want to track or other large binary filetypes.
There little to no reason to start by doing things per-folder.

round cave
#

One last question, I see a few others have asked it here through searching but don't see any responses to them. Also can't find anything on google. Getting this error when trying to push my changes to ADO and can't seem to fix it no matter what I try

merry verge
#

Yeah I've never seen anything like that. Best advice I can give you is to update git and git lfs to see if it's just because you're on some old version.

#

Actually, a quick search brings up that this is a config issue

round cave
#

I must be bad at googling. I’ll try that out thank you

round cave
#

That worked. Thank you!

jaunty hornet
#

Perforce + Docker, any caveats?

stable tendon
stable tendon
# jaunty hornet Perforce + Docker, any caveats?

Official stance is that we don't support it, but it's very possible to run p4d in a container. p4d is just a basic binary application that's pretty portable. The configuration is what makes it tricky. Separate volumes, networking in and out of the container, admin/root access, how does the container restart, stop, etc...

torpid ivy
jaunty hornet
#

Yeah, I'll have to do some tests first with that of course

#

But good to hear that it theoretically should worj

stable tendon
warm star
#

Hi, have you managed it?

fallow inlet
warm star
fallow inlet
#

Ah, right, yeah. Nope, no idea sadly, would be nice.

merry perch
#

while merging two branches, I mistakenly resolved a conflict from A into B by "resolve using 'mine'" when in reality I should have properly diffed the two files and integrated the changes from both. Now when I merge B into branch C (which is a child of A), it overwrites the changes causing me to lose progress on the file. I know that this is because they're similar enough merge histories, and it's using the decision provided in the previous merge to resolve the current merge. It's a small enough file that I should be able to just redo the work, but for future reference is there any way to reverse the decision to "resolve using 'mine'" without going back on the whole merge (especially since I know you rarely want to revert a merge)

main jasper
#

I have a submitted P4 CL that has a lot of OFPA actors. Is there an easy way to see names of those actors (e.g. similar to when submiting a CL from unreal)? I don't see CL history option in editor, I can get entire CL in "review', but it still doesn't show proepr names, just paths.

#

I just did undo save into CL and then viewed that pending CL in unreal 🤷‍♂️

stable tendon
stable tendon
fallow inlet
stable tendon
fallow inlet
stable tendon
#

no idea, ha ¯_(ツ)_/¯

fallow inlet
#

I have the diff tool set up in P4, but I never use it because it always launches a new editor process and takes minutes to startup

stable tendon
#

gotcha, maybe keep it hot loaded in a Docker container?

warm star
#

on the other hand it's possible to make UI in the editor, so you can explore stuff from other streams/colleague's shalves etc. Ofc with option to diff against something

#

so technically it would be about fetching proper uasset from the server, rather then fighting against UE launching behavior

warm star
humble gulch
#

If I want to make the binaries folder versioned so that artists don't have to rebuild the project to open it, what files within the binaries folder can I ignore? I'm thinking only the dlls are necessary to be versioned

wheat mica
#

Hey, I'm using UE5.2 with perforce, since the upgrade from 5.1, when I'm saving a uasset, I don't have the lock popup, it's just saving the file. I need to right click and check out. My workspace property are clobber and rmdir. Any idea?

hushed granite
#

SOmetimes I solve my issue by updating p4v

main jasper
# stable tendon My guess is that you're using UEFN? I played w/UEFN and they're using GUIDs for ...

No, using engine from source. These are world actors to be exact (one file per actor in world partition), just wanted an easy way to get their names and class types. Resolved it by saving undo into separate changelist and viewing it in ViewChanges window in editor (since ViewChanges replaces the guids with names)

In the end, would be nice if there was history window in editor, so we could take a look at specific CL entirely (with engine support for actual names).

wicked field
#

It also forces me to push the .uproject to the source stream, which will cause the people in the same stream as me, to also have to go through this nonsense. So if they have the files checked out, I and other team members can not work together, because everyone is caught in this stupid endless loop of having to have those files checked out so that they can build the generated files.

#

Surely someone else has been caught in a similar loop before???

wicked field
#

It's a source build of unreal

woven sluice
#

then you have to override your engine's ID from one that is auto generated to your machine... i don't recall how to do it off the top of my head though, sorry

wicked field
wide raven
wicked field
wide raven
# wicked field This is what I do believe is the problem as well. I am currently in the middle o...

So, what we do:

  • mainline .uproject has the engine association that most of the people use ( 5.2 in our case )
  • build machines have the file checked out, and have the engine association pointing to the source fork
  • build machines also always Shelve the file, so we have the association stored in case we need it
  • build machines have to remember to Merge occasionally if plugins change

While we are on the case, I always make sure that people are aware that Binaries/Intermediate/Saved folders should not be in version control.

wicked field
merry verge
#

Having build machines checkout the uproject to associate with a different engine version is... odd. You can tag any engine install with a "name" in the registry and just have the uproject reference that - I'd expect you to be able to make a "fake" 5.2 install on your build machines that actually points to the source build with that.

wide raven
#

I does have the slight drawback of sort of 'hiding' the knowledge which engine we are using on the builders

#

Currently having the .uproject checked out does not cause much hassles since it only changes if either engine version changes or plugins change

wicked field
# merry verge Having build machines checkout the uproject to associate with a different engine...

This is exactly the approach that Im going to use. This guy has a very useful tutorial on the process, and editing the registry is exactly his approach after the Installed build.
https://www.youtube.com/watch?v=YX85Z57_T0k

UE5 is out and I captured a video of my first install. I took that footage and made a visual tutorial on how to make a custom install build of UE5. Custom Install Builds (or Editor Drops as I call them) are a great way to save space and make working with the engine that much easier on single developers or an indie dev team. Check it out. Be ...

▶ Play video
young meadow
#

Currently having issues where someone who checked out a level in a multi-leveled game hasn't submitted their content, so it's locking me out from submitting the content I need to submit into it. Any idea on how to get around this so I can send my stuff to the depot?

kindred spruce
#

ive accidentally checked out all files in the depot to the default changelist, how do i uncheck em all?

woven sluice
young meadow
woven sluice
#

yes, admin running revert -C somehow (i don't know exact syntax, haven't had to do it before)

young meadow
#

I just wish perforce had a way to submit a checkout that another person has locked

#

Rather than revert it

woven sluice
#

usually would only use it if an employee left the company or something else drastic happened

#

i mean the other dev will still have their modified level, in case they might be able to do some other manual merge work later

#

i think...

#

can't imagine the revert command ran from admin would try to reach into the user's PC. should just revert it server-side.

#

but who knows

woven sluice
wide raven
main jasper
#

I am having problem with P4Publish on jenknis.
When someone submits new CL during jenkins work (after sync, but before publish), the P4Publish reverts the changes to it's local state.

  1. It does p4 sync -k
  2. During p4 reconcile, it adds changes from the p4 sync -k to the new CL and then submits it.

The entire P4Publish script

        credential: 'redacted',
        publish: submit(
            delete: false,
            description: '[redacted] CL${P4_CHANGELIST}',
            modtime: false,
            onlyOnSuccess: false,
            paths: '''//redacted/...'''
        ),
        workspace: manualSpec(
            charset: 'utf8-bom',
            cleanup: false,
            name: 'jenkins_${JOB_BASE_NAME}',
            pinHost: true,
            spec: clientSpec(
                allwrite: true,
                clobber: true,
                modtime: false,
                streamName: '//redacted',
                view: '//redacted/... //${P4_CLIENT}/...'
            )
        )
    )```
long mural
#

what is the best way to update entire engine and get perforce to recognize the changes?

#

checkout, etc is just so slow cause of the sheer amount of files

wicked field
#

@woven sluice @wide raven I wanted to thank the two of you, over the course of the weekend I had an issue with engine associations and having to rebuild my project over and over again in a loop. You all lead me down the route of creating an installed build and changing the registry name/values in order to get around this issue. After toiling wiht this stuff all weekend, I finally have the installed build up and running, and being properly distributed through my source control, and am able to build/run the project on multiple end points now without issue. Thank you all very much, you got me out of some dev ops hell.

wide raven
warm grove
#

hi, there are somebody know how to install helix core(perferce)on mac os,I need some help

wide raven
warm grove
#

yes, p4admin (server)

warm grove
wide raven
wicked field
#

The client is supported on mac

#

but a server install is ubu/centos/suse

#

This also extends to other RHEL like rocky linux 9( I run my helix core on RL9).

warm grove
wicked field
#

That would probably absolutely work

#

as long as the container is a supported os

warm grove
stable tendon
fading cosmos
#

Hi, with Perforce should my workspace root be the same as my project root? The tutorial is a little ambiguous

pulsar parcel
#

you can, but it depends on if you plan on using a source build later

#

I tend to put it in //project/main/ProjectDir/ to make a source build transplant easier later

long mural
#

what is the best way to update entire engine and get perforce to recognize the changes?
checkout, etc is just so slow cause of the sheer amount of files

pulsar parcel
#

I've used the -m flag on reconcile, and I've always setup a separate "clean" engine depot

stable tendon
fading cosmos
pulsar parcel
#

since a native engine build would just be put in the depot stream root

young meadow
pulsar parcel
#

you can only revert it

stable tendon
#

An admin can undo a checkout

young meadow
stable tendon
stable tendon
wide raven
#

Server can't see local changes. That's why I encourage using Shelves, makes it much easier to share work ( between devs or between PCs ), do code reviews etc

stable tendon
#

And being good with checking back in, submitting to shelves (for reviews), and unlocking files is what I have been calling having good "Source Control Etiquette".

long mural
#

@pulsar parcel i have a clean steam, i basically have a depot with streams, one is Pristine, then i have Merged, and Main. Main is where we make changes, pristine is a clean copy of the engine, and we copy from pristine to Merge and then merge from Main down, before copying back to main, but i am not sure on this workflow

pulsar parcel
#

the process I did was have an //engine-unreal depot where the reconcile would happen with Epic's copy, I would create an engine upgrade stream for the project, merge to that, fix any conflicts and issues, merge back to main when ready

#

and that worked pretty seamlessly and wasn't destructive with engine modifications

long mural
#

and you did reconcile with -m ?

#

cause ofc lots of stuff gets added/removed during versions and perforce doesn't like that

pulsar parcel
#

Yes because I always performed the upgrade on the same machine

#

So it could use the modified time

wraith oracle
#

Hey ya'll. I'm having a heck of a time getting UGS set up.

I thought I had everything set up correctly.

#

It's really fighting me

pulsar parcel
#

Which is required for UGS

wraith oracle
#

What's not proper about it?

pulsar parcel
#

The projects have to be under the engine root

wraith oracle
#

Oooooh

pulsar parcel
#

The engine root is where the GenerateProjectFiles.bat file is

wraith oracle
#

Right

pulsar parcel
#

So Engine/ and ProjectDir/ should be siblings in the directory tree

wraith oracle
#

Man, is that somewhere in the documentation and I missed it?

pulsar parcel
#

Epic does mention native project vs foreign project vs installed build, but it's been a while since I looked at the docs

#

I deployed UGS about a year ago

#

At my previous studio

wraith oracle
#

Thanks for that tip

#

Been racking my brain for a week

kindred spruce
#

Is there is something like gitignore in p4v? I don't wanna send the ue logs and config files to the team

#

Or that's on the administrator

kindred spruce
#

Oh it's in depot cool

late pawn
#

How do I push all changes on my repo in perforce (? I have so many files changed thats not practical to go through each folder

teal bone
#

Reconcile the base folder?

long mural
#

i have this setup in my stream

#
import Engine/... //UE5/Main/Engine/...
import Templates/... //UE5/Main/Templates/...
import FeaturePacks/... //UE5/Main/FeaturePacks/...
import GenerateProjectFiles.bat //UE5/Main/GenerateProjectFiles.bat
import RunUAT.bat //UE5/Main/RunUAT.bat
import Default.uprojectdirs //UE5/Main/Default.uprojectdirs
import cpp.hint //UE5/Main/cpp.hint```
#

but i want to block commits/changes being recognized in these imported folders

#

getting this in my changelist on my AresGame project

kindred spruce
#

Enable vc integration in ue and mark auto check out and 1 file per actod

stable tendon
# long mural i have this setup in my stream

You can use the ignore path in the stream spec. It's actually a better method to ignore Saved/Immediate/DerivedDataCache than a p4ignore. A p4ignore requires configs/extra steps. If you set it on the stream, it'll apply to everyone.

long mural
#

problem is im integrating engine into my stream

#

so my structure looks something like this

#

what you get when you sync the aresgame stream is

#

@stable tendon

stable tendon
#

There could be some stream mapping or ignores you're missing?

#

I don't have any imports here, but this is where you can ignore those DotNET folders.

long mural
#

yeah i just set those up

#

im using imports

#
import Engine/... //UE5/Main/Engine/...
import Templates/... //UE5/Main/Templates/...
import FeaturePacks/... //UE5/Main/FeaturePacks/...
import GenerateProjectFiles.bat //UE5/Main/GenerateProjectFiles.bat
import RunUAT.bat //UE5/Main/RunUAT.bat
import Default.uprojectdirs //UE5/Main/Default.uprojectdirs
import cpp.hint //UE5/Main/cpp.hint```
stable tendon
#

You can also exclude as well with the minus sign -. Let me grab a docs link...

kindred spruce
#

Why when I revert a changelist nothing happens at all?

stable tendon
long mural
#

thanks @stable tendon, one more thing, i am having a hard time managing engine merging between major versions, maybe my setup is wrong on how to update the engine, but i end up with a huge changelist and perforce just ends up going all wonky

stable tendon
long mural
#

coming from plastic, which seemeds to handle changes pretty well (with the setup we had), perforce just seems to go a bit wonky, its def how i have things setup im sure

wraith oracle
#

In UGS/ Unreal Game Sync/ If I want to zip up the Precompiled Binaries, do I just zip up everything inside Engine\Binaries\Win64 ?

#

or is there stuff outside that I need to include as well?

green kettle
#

Hi all, I've been messing around with Unreal blueprints for a couple years now but haven't made a ton of progress.

This time I'm trying to set things up for C++ dev, coming from a scripting background.

What is the best method for having my code synced with a private GitHub repo? Do I create a local first, a remote first, or both and then somehow merge?

I know some answers will be "learn Git" or "learn C++" but for me this is part of that learning process.

Thanks!

wraith oracle
#

Git doesn't handle large binary files very well

kindred spruce
#

Marked for add I mean

stable tendon
#

Nope, if you add a file to the content drawer, you'll need to see if UE has picked it up as a new file. You can go to the pending changelist to see if it's there.

#

Since the file is new, it won't be checked out yet, because the server (commit) doesn't know about it yet.

kindred spruce
#

Yep just figured it out its marked for add right off the bat automatically, thanks ryan

green kettle
wraith oracle
#

Perforce guarantees atomic submissions, ensuring that either all files in a changelist are submitted or none are. This means that you're less likely to end up in a state where only part of a change is submitted, potentially breaking the build.

Unreal Engine has built-in support for Perforce, a
Perforce handles large binary files (like textures, models, and audio files) more efficiently than Git. Git can become slow when repositories contain large binary assets, even with the use of extensions like Git LFS.
Perforce allows you to "lock" binary files, which means that when one developer is editing a binary asset, others can't overwrite those changes, ensuring that there aren't any merge conflicts with binary files.

#

The downsides are that it gets real expensive real quick if you go past 5 users.

#

But it's basicly the cadilac of source control

dense ginkgo
#

hi im using github for source control (UE 5.3 but this occurred in 5.1 too): deleted actors on one workspace, pushed all changes to the repo, then pulled on another workspace, then opened UE and the deleted actors have returned.

it's causing duplicate actors and other really annoying errors. having to delete the same thing 4 times

#

pretty sure i havent done anything weird with ignores/exceptions to the OFPA folders. the external actor folder

stable tendon
#

@wraith oracle killin' it

quaint obsidian
hasty lava
#

Anyone willing to share a .p4ignore for a source engine?

north coral
#

perforce is a pain in the ass to setup and maintain imo

north coral
#

oh yeah and git is just really fking annoying for large files, lfs or not, if you want to commit to remote servers

#

especially if you want a secure https connection

#

I remember having really bad problems with a local bitbucket instance

stable tendon
north coral
#

What's the ESP? 😮

north coral
#

Noice. I roll my own scm hosting locally with external access. VisualSVN Server makes it effortless to set up an https connection, admin doesn't really need to do anything at all to make it happen. That was one of my other problems with self-hosting p4, was trying to get that level of security out of the box

kindred spruce
#

does reverting files its like uploading them? depends on internet? cuz i got like 4k and when i do revert notihng happen (bad internet)

#

we cant shelve in ddefualt right

wide raven
kindred spruce
#

@stable tendon how can i see the logs or console or something that tells me what perforce is doing rn the loading bar thingy bottom right no very informative

#

doe the uproject i just disable read only ttribute right as im not gonna check it out

stable tendon
#

Sometimes, it's easier to chunk your submits.

stable tendon
green kettle
wraith oracle
#

And it handles my 7 person team just fine.

kindred spruce
#

Hey I have digital ocean free for the github student pack, can I get perforce?

scarlet solar
#

I have a user on my team that at one time (few months ago) could open our project from Perforce repo... i ONLY share the content/config/source/.uproject out.... He has VS2019 configured teh same as I do and he has LAUNCHER version of UE 5.2. This hasnt been a problem...

Recently he installed a new hard drive, we wiped the project from his hard drive, setup shop at the new drive location and pointed his workspace to this location. After grabbing all - he's getting the following error.... I"ve not made ANY changes to platforms/SDKs in the project at all... tbh not much has changed with the buildtargets/build.cs at all.... but he's getting the following error when trying to GENERATE VS PROJECT FILES on the UPROJECT file. Does anything in this generic error message stand out?

Running UnrealBuildTool: dotnet "....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -projectfiles -project="X:/GAMEPROJ/VIGame/VIGame.uproject" -game -rocket -progress -log="X:\GAMEPROJ\VIGame/Saved/Logs/UnrealVersionSelector-2023.08.24-21.02.31.log"
Log file: X:\GAMEPROJ\VIGame\Saved\Logs\UnrealVersionSelector-2023.08.24-21.02.31.log
Log file: C:\Users\NeverTilt3d\AppData\Local\UnrealBuildTool\Log_GPF.txt

Some Platforms were skipped due to invalid SDK setup: IOS, Android, Linux, LinuxArm64.
See the log file for detailed information


Generating VisualStudio project files:
Discovering modules, targets and source code for project...
Targets with a unique build environment cannot be built with an installed engine.```
pulsar parcel
#

"Targets with a unique build environment cannot be built with an installed engine." is the part that stands out

scarlet solar
#

i'm looking through the log

#

hmmm.... is there any documentation on SourceBuild sharing projecst with LauncherBuild ?

pulsar parcel
#

well usually you don't do that, you pick one

scarlet solar
#

thast completely not true ... why would artists need source build engines?

pulsar parcel
#

well I hate to tell you but that's how it's usually done. artists get pre-built binaries from the source build

#

through UnrealGameSync or other means

scarlet solar
#

ah ok

#

so i should build out binaries

#

and sync them?

pulsar parcel
#

ideally a CI server would do it, but pretty much

scarlet solar
#

yah i dont have jenkisn setup atm

#

just us 2

#

will be a while before i setup that kinda CI/CD

stable tendon
# scarlet solar will be a while before i setup that kinda CI/CD

Side question, why not set it up? CI/CD can build while you sleep to make sure it compiles on check in without causing day to day issues. I setup CI/CD on my own projects even though it's usually just me. That way it can compile/test/etc. while I'm doing other things.

scarlet solar
scarlet solar
#

one day i'll figure out UGS :/

pulsar parcel
#

Well if they're building locally then the engine source it is. A unique build environment is when the Target.cs makes configuration changes that require a source build

#

If they're an artist they can survive off the binaries, but then they wouldn't need to generate projects to begin with

#

I have setup UGS before if you need some guidance on it

scarlet solar
paper hound
#

hi there wha'ts the best way of using source control in ue5 ?
there is a built in feature right ,

lilac comet
#

Couple Perforce/Compiling questions for the room:
1: I'm seeing an issue where submitting UnrealEditor.modules to P4 causes it to get marked as read-only and builds fail. Looking at the P4 typemap it's not listed. Is it correct to give it the same mapping as .exe?
2: Does anyone here have information on the correct way to integrate plugins into a Perforce depot to be shared with a team? I can't seem to locate any info on the P4 setup and also keep running into issues with files being locked etc.

woven sluice
#

@lilac comet
there are a few different ways to deal with this, here's a few general possibilities

  • implement and use UGS
  • just use a build server like teamcity or jenkins to build and submit binaries for you. use virtual streams for coders, which omits the binaries from their workspaces so they are always building their own DLLs and not worrying about others
  • change the typemap of build files to make them always writeable (easy to do, but can make it a challenge to ensure you are keeping things up to date well enough for your team)
  • rely on annoying manual checkout of build products all the time (you are currently here)

re. plugins... develop the plugin in a separate depot, import the stream of it into your project streams depot

lilac comet
woven sluice
# lilac comet This is great info thank you! I'm a bit inexperienced with the process for deve...

e.g. if you're setting up or assuming ownership of a plugin, you can set up a totally separate UE project dedicated solely to that plugin and put it into its own depot, this is no diffferent than your game project. and then you can edit your game project streams to import+ the plugin folder from the plugin's depot. then you can modify the plugin from either project and everything about it becomes shared. this might all be good or bad, depending.

kindred spruce
#

if i had a workspace and sownloaded the full depot and the workspace was deleted, when creating anew do i need to download all the stuff again or noi?

#

i pasted all the content from the prev folder to the current will they get synced?

#

p4

kindred spruce
#

what bouta students also what happened with the thing to see whats p4v doing instea dof the progress bar hello ryan

woven sluice
#

The server tracks what files it has sent/syncd to each workspace. It will not use the files you just copy over.

There is a command to update/sync your workspace on the server side without affecting your local files, which would effectively result in what you're asking for. But I don't know how to do it by heart

woven sluice
#

that rings a bit of a bell, probably

kindred spruce
#

yep worked

#

thanks otherwise i would have downloaded 50gigs for nothing

kindred spruce
#

does p4v implement all commands of p4 visually? or its worth tehe time learning commands if using p4v

teal bone
#

It doesn't have all of them.

#

Or it misses certain options from some of them.

#

Am I just missing it or does p4v not have the ability to let the user run p4 commands in a pre-setup environment? You have to open a command prompt manually and make sure it's configured?

pulsar parcel
#

if you open a command prompt in p4v, it's meant to be setup with the environment you had in p4v

green kettle
#

I took the suggestion of someone here and setup Perforce. When I change an object in the Unreal Editor and submit the change, it reflects in P4V, but what is the general workflow between this and Visual Studio?

Not sure after compiling when the file or change should reflect in the UE editor.

scarlet solar
#

This maybe not directly related tou SVC - but what VPN's out there do you guys use for telework across WAN? this'll be my first time setting up this infrastructure - so i just want to make the right decision .... i'm looking at a few services that offer "6 devices" but i fear that is on 1 IP/network .... do these services provide PointToPoint ?

woven sluice
green kettle
cunning mantle
#

So if you are asking if you changed your native file which is referenced by multiple blueprint classes and then yes, you have to figure out those files and submit after the c++ native code changes manually.

teal bone
teal bone
#

Damn. Thanks!

jaunty hornet
#

You can also right click a folder and choose that option as well

woven sluice
# green kettle I understand what version control is used for, but I am new to actually integrat...

hopefully ping's video helps, generally any decent professional tools such as VS or UE will have integrations for perforce. if you weren't using any integration, you would have to do things manually (mark new files for addition in P4V, check out existing files to edit them in P4V, delete obsolete files from within P4V instead of deleting on windows explorer, run reconcile offline work command to capture any changes made manually outside of P4V or any perforce integration)

stable tendon
woven sluice
#

beware that VS's integration for perforce has historically sucked ass (was functionally fine, but was slow/annoying), and... yes, rider has one that works well 😄

stable tendon
#

Haha, yeah, the VS one was recently updated per community feedback 😉

woven sluice
#

by chance is it async/non-UI-blocking now? 😬

stable tendon
#

I believe that was the big issue that was fixed

#

Let me check...

woven sluice
#

that would be incredible 😄

stable tendon
woven sluice
#

hmm might be one thing. IIRC it was the checkouts etc. that were also very annoying... memory is fuzzy as I haven't used it for 2 or 3 years at this point

stable tendon
#

Take another stab at it, if you have any issues, it's officially supported via GitHub issues.

woven sluice
#

👍 noted, I just need Jetbrains to peeve me off enough with weird new UI decisions first (they're coming close sometimes with some of their newer releases... 😄 )

stable tendon
pulsar parcel
#

did they fix the bug in P4VS where you set it to "lazy load" in the P4VS settings and then it changes to "do not optimize" when you re-open VS/the menu

stable tendon
#

😬 not sure, I wasn't the one to work on it. Release notes are in that link above, let me know if it's still a problem with the latest release.

scarlet solar
stable tendon
#

That's the right one!

#

I was thinking about the P4VS Visual Studio plugin, which was recently updated via P4VS on GH

scarlet solar
# stable tendon That's the right one!

I"m seeing some broke functionality here - or maybe not the way I would expect it to work....

I definitely have a positive connection - test to my P4 server and it tests good. I can add a DirectoryMapping here in this window - but it only allows one... why have hte + button if it doesnt allow more than 1 VCS ? I use both GIT & P4 for SVC - is this not acceptable behavior in the eyes of Jetbrains?

https://www.jetbrains.com/help/rider/Enabling_and_Configuring_Perforce_Integration.html

#

if i need to submit a bug somewhere - please let me know.

woven sluice
#

you want to run both git, and perforce, on your source code, for the same UE project, within rider?

#

this definitely requires some explanation

#

that dialog defintely permits you to punch in more than one entry, although i have never tried actually doing so to see if it works well that way

sinful depot
#

Hey guys, so recently we put Git LFS into our project as we had alot of files over 100mb, bought storage packs and pushed our project. Now, we cook our project and theres just an insane amount of issues, skyboxes broken, game not wanting to work with dedicated server, etc just a ton of issues. It seems as if LFS has borked things, is there a step we might be missing for GIT to tidy things up or fix this?

kindred spruce
#

why no workspaces foudn?

pulsar parcel
#

because the directory your project is in is not under a workspace root

kindred spruce
#

what can i do

pulsar parcel
#

put your project under the workspace you created?

kindred spruce
#

root alr set

kindred spruce
pulsar parcel
#

yes, so the project would have to be under D:\s52

kindred spruce
#

it is

#

now what

stable tendon
#

What does the log say?

pulsar parcel
#

well since you've provided little information, but if you've typed in the workspace, why do you need that dropdown anyway?

#

the log will tell you why it can't find it anyway

kindred spruce
#

oh

#

log says

pulsar parcel
#

that is not the log

#

there's "revision control log" in that dialog and then the actual output log

stable tendon
#

You might need an ssl: before the IP address, maybe.

kindred spruce
#

bruh

pulsar parcel
#

yeah but that should be the same as P4V

kindred spruce
#

that was it

#

ssl

#

thank guys

stable tendon
#

Very welcome, GL!

hollow sleet
#

hey, I created a digitalocean perforce server, logged into it using p4v, created a workspace, mapped the server to my workspace (I think?), and created an unreal project in the workspace folder, but when trying to mark for add anything from it I get the "file(s) not in client view" error
any idea how to solve it?
I tried following Version Control Fundamentals but they for some reason skip the part where they actually add the new project to the workspace/depot

#

ok I think I ended up solving it by creating a stream depot with the name of my project folder

#

nevermind

#

if anyone knows a simple, straightforward, complete tutorial to creating a depot in an existing perforce server and adding an entirely new unreal project to that depot I am here for it

kindred spruce
#

Is there any storage limit for perforce or just members?

crystal estuary
#

Is there a way to delete files from perforce depot but keep the files locally on my machine? (to go back to "?" status)

kindred spruce
#

I'd mark for delete, paste files elsewhere and commit

crystal estuary
#

but I want to keep folder structure

#

it's marketplace pack assets that were submitted but not used now so I wanna remove them from server but keep them locally for future use

stable tendon
stable tendon
# hollow sleet if anyone knows a simple, straightforward, complete tutorial to creating a depot...

We've been making and updating our YouTube videos, here's one to answer your question about streams and Unreal 🙂 https://www.youtube.com/watch?v=Hvmvv2MG-UE

Learn how to configure a new Perforce Helix Core server for use with game engines and avoid some common mistakes so you can set your team up for success.
Links below!

0:00 - Intro
1:01 - Creating a Depot
3:33 - Creating a TypeMap
13:05 - Creating the Mainline Stream
14:40 - Creating a Workspace
18:55 - Ignoring Files
26:34 - Adding Project Fil...

▶ Play video
hollow sleet
#

thanks

#

I did end up seeing this exact video and it fixed my issues lol

stable tendon
#

Haha, perfect! Glad our updated videos are helping out 😀 .

kindred spruce
#

i have 200$ on digital ocean is that enough for 5 ppl?

scarlet solar
stable tendon
stable tendon
kindred spruce
#

if i could create a team lol

#

what does that even mean

stable tendon
#

DO error? Try again?

kindred spruce
#

no luck

#

did a ticket

woven sluice
scarlet solar
# woven sluice First... Are you using classic depots or streams for perforce? Second... I mean...

I totally get where you are coming from as far as branched source code + branched content assets... that completely makes sense. Right now i'm a sole programmer for our team - so its a bit under control - and I can see how that would get messy with the addition of other programmers.

To be honest - i dont have a grasp on P4 streams - i've looked it up ... briefly understand their use-case but havent implemented them. I take it that theyre the same as feature branching in a GIT workflow fashion?

My 9-5 job is a application developer..... GIT has been natural to me for many a year - hence why i use it for source-only SVC.

woven sluice
#

Having said that I still hardly ever/never branch dev since it's such a chore to do it safely

scarlet solar
woven sluice
#

Not sure how that's relevant

#

I'm a mechanical engineer by day, I don't try to force AutoCAD into my game dev HaroldHaha

teal bone
#

It's about what you're used to, though.

#

If AutoCAD were applicable to game dev, I'm sure you'd favour it over a slightly different program that filled a very similar slot.

#

Even if the other program was technically better.

hollow sleet
#

is it possible to check out a file from blueprint? so like, if I have some blueprint editor tool that's going to modify some files and it's gonna take a while, it could check out those files automatically before doing anything

kindred spruce
#

i did the thing\

hollow sleet
# scarlet solar

I mean like, have a custom blueprint editor tool do that rather than require the tool user to manually check out every file it's gonna modify

scarlet solar
#

Uh - save on compile - forces a save ... and saving prompts you to checkout the file if it isnt already. Thats ONLY if you're connected to perforce plugin inside of UE

woven sluice
#

Er, sorry?... You can make game models in AutoCAD... I just don't...

#

Anyway, point stands

kindred spruce
#

any tutorials on how to make a server from the creating a droplet point

kindred spruce
#

which should i choose?

hollow sleet
#

is there any good video or article on more advanced stuff ie best practices on how to set up streams, and automating things like building binaries when moving stuff from programmer stream to main stream etc?

wispy marten
#

Anyone know what causes these errors on some items saving with preforce? Error saving '../../../../../Perforce/perforce_main_WorldofThrae/Content/Viking/Mesh/SK_Viking_Skeleton.uasset'

#

Just its unlocked and not read only..

#

Just wont save, last time it was my actual map.

#

I remade everything but this time I am to deep to start over.

#

I am trying to save a relocated socket, simple as hell.

#

Super undetailed and not sure where else to look.

#

Never happened until using preforce tho.

remote bobcat
#

UGS keeps deleting my Build.version file and spilling out errors. Anyone else experience this?

somber kraken
#

Hey guys if you were to host a Perforce server at home what would you use? Intel NUC?

kindred spruce
#

i wanna open console lol

stable tendon
stable tendon
hollow sleet
#

thank you

stable tendon
kindred spruce
#

when i turn off the computer do the droplet still alive or it turns off?\

stable tendon
stable tendon
kindred spruce
#

y like the admin

somber kraken
#

looking into some mini p like intel celeron n5105 it might do the job. I want something resilient

stable tendon
somber kraken
#

you would go for a 8 core?

stable tendon
#

Yup

#

Try it out on hardware you have. And before upgrading hardware, tweak the threads/system configs p4 configure show will get you started

somber kraken
#

I have done on many hardware or cloud instances... I'm having a new space for my studio where I could host it so trying to find something not to pricy but perfect for the job where I will migrate all my cloud projects

#

AMD Ryzen 7 4800U something like this?

pulsar parcel
#

It's using the SetVersion UAT job

stable tendon
remote bobcat
#

Also, guessing that the UGS Metadata Server shouldn't be publicly on the internet.

#

How do you guy get the information to everyone? A centralized VPN?

pulsar parcel
#

well it needs to be reachable by everyone using UGS on your team

#

IP allowlist is another approach, but a kinda obscure URL also works but isn't the most secure

#

the data UGS has is mostly ephemeral anyway so I wasn't too worried about security

remote bobcat
#

Fair enough, whitelisting IPs sounds like a nightmare tbh with how many devices and traveling happens

#

We do have a pretty lame URL 😂

#

Also, stupid question, but when compiling your version of USG MS for linux it still spits out DLLs. Guessing that is expected? Didn't think linux could run those.

pulsar parcel
#

yes? .NET on Linux produces and can load DLLs

remote bobcat
#

Ok, makes sense

#

I probably did something stupid because it doesn't generate the .asax or .config files 😂

pulsar parcel
#

?

remote bobcat
#

The website structure is suppose to look something like this, right?

pulsar parcel
#

well if you're using the .NET Framework stuff that's in the engine distribution

remote bobcat
#

Right

#

So the .NET 6 site layout is way different?

pulsar parcel
#

a little bit, since you can configure with env vars instead

#

and the config file is json rather than xml

remote bobcat
#

Interesting

#

Are there no folders? Just wanted to confirm I didn't screw something up

#

.Net 6 publish seems to put everything all together

wispy marten
#

Its my first Preforce setup but it was fine yesterday..

#

All I did was migrate other project components from my past unreal projects and it went to shit.

#

I do not want to develop or make changes until I fix the errors. I could start over but this is my 2nd time running into something not saving right.

kindred spruce
#

do i need to create users in p4 admin for invite ppl?

#

b4 they join?

#

or cant they just set a connction

wispy marten
#

Yes @kindred spruce there is a video on preforce website for install/setup and adding users.

#

Very helpful as they have to do things on their end too

#

Though I have not had to add someone yet 😛

kindred spruce
#

o i thought they just joined with the port and thats it

wispy marten
#

No they would need authentication and a user for authorization to SSH or whatever plan you have for them to access by port.

#

At least thats my understanding.

#

So they need added as a user I think.

#

But have not done it yet sorry.

kindred spruce
#

oh ok so i need to make the users before they actually join

#

ill read docs thanks

wispy marten
#

Np, I try to at least point you to what I skimmed over haha

kindred spruce
#

yea coz when setting up a connection it ask for user and thats needs to be valid

#

cool

wispy marten
#

Sounds right.

kindred spruce
#

we could just create duplicated users for the other ppl with same acess and thats it

#

different worksapce name 4 idnetificatiob

woven sluice
kindred spruce
#

?

#

can i use attcahed volumes?

stable tendon
kindred spruce
#

but does the extra space gets added to the other space *(25gb) or how can i see it in helix core

kindred spruce
#

mm volumes managed in the droplet console only\

somber kraken
#

how to migrate a live perforce server (hosted on aws) to a desktop linux ?

arctic minnow
#

ok, so i managed to do that and there is a .git folder locally in my project itself.

#

so that's my git repository locally, i suppose?

#

What i had originally done was create the repo using other means and try to link it but UE5 hated it and gave me errors galore

#

debating having it on a separate drive now...

#

i just don't want to do anything related to online cloud stuff

#

and since I am doing a solo project, sharing isn't an issue

quaint obsidian
#

that looks like it's not using git lfs

arctic minnow
#

@late thicket can i change the directory inside of unreal?

#

ah no i meant the source control directory

#

sec playing around

#

oh yeah i forgot about lfs

#

wut

#

well now i am stuck with no being able to accept the settings

#

how annoying...

#

@late thicket mind I dm you what I see? I don't want to post pictures of the paths on this server :/

#

that's fine, sec

#

so here, under the URL

woven sluice
#

wanting to keep your project entirely local is one heck of a choice imho

arctic minnow
#

I should plug in my local path, right?

arctic minnow
woven sluice
#

yeah i mean if it's a throwaway it's a throwaway, sure

arctic minnow
#

I have used GITHUB for group projects before, it's fun, but for this, I don't particularly need to; I am going to do a couple of "maybe it will break everything" changes and I need a backup for that

quaint obsidian
#

it doesnt really

arctic minnow
#

I just don't feel like backing up 20 gb daily

quaint obsidian
#

theres been near 0 work on making binaries work better

#

none of that handles binary files

#

those are just large repo things

#

those are not things that target individual files

#

it's for large repos, ie, many files

#

there are 2 problems with git, one is managing large repos and one is managing large individual files

#

large repos is solved by what you mention

#

but the work for large files is still planned and hasn't really been undertaken

#

stuff like the diff algorithm, object storage, http transfer protocol

#

like you get issues even with transferring 1 or 2 large binary files sometimes

#

unpack failed, transfer errors, etc

#

because the protocol and data structures arent made for large binary files

arctic minnow
#

does it matter locally though?

quaint obsidian
#

sparse checkout/partial clone of 1 file still fails

#

if it's just a local git repo

#

then it's probably fine though your history can get bloated

arctic minnow
#

that's fine, 1 tb of space to waste

quaint obsidian
#

but LFS wouldnt help anyway

#

because LFS can only save space if you have a remote to push to

arctic minnow
#

yeah, that's what I was thinking

quaint obsidian
#

i didnt read the full context

arctic minnow
#

I wanted to make a local git for backup purposes

quaint obsidian
#

disclaimer i wrote it

#

its a lot faster than the built in one

arctic minnow
#

on my todo list

quaint obsidian
#

for gathering file status, committing,etc

woven sluice
#

i think when zanet keeps saying "backup purposes" zanet just means to say "the ability to revert my work back in time purposes"

quaint obsidian
#

but unlike other software, it may have bugs, im terrible, etc

arctic minnow
#

based on the documentation, adds more functions in the editor to use with source control

wispy marten
#

Anyone know Preforce enough to explain to me why it keeps resaving non-edited files?

#

Suddenly I have 12k file changes and I made no changes to any of those files. It like because I checked out the main depo everything needs uploaded. I had to sit here and click upload one by one last time to clear the entire project.

#

But now its happening again and I have no idea why.

placid blaze
#

Ok, i am not understanding this. when using Github, i am about to make a change that affects 18 files, but i am only entering one message. is there a way on Github itself to change the commit notes? (not fully UE related, so ignore if you must)

placid blaze
#

i ended up just changing the commit and uploading one at a time

woven sluice
# wispy marten

i've never used helix sync before but... is there an option to "revert unchanged" anywhere in this thing?

north coral
#

in p4v actually nvm

wraith oracle
#

MAN UGS is really persnickity about precompiled binaries. I'll make a binary with the Build graph tool, and it'll get zipped and uploaded to perforce just fine, but it never shows up in UGS as a precompiled binary I can use.

#

is there a setting in a file somewhere that marks a checkin compatable with a particular binary?

#

I can sync with the whole code for the editor and build it, but I really need pre-compiled binaries to work for other people on my team.

#

From the documentation: " any changes that don't have matching binaries will be greyed out. "

#

which is what is happening. Do I need to recompile the engine every time I check somthing in? that seems insane to me...

#

What's a CL description?

teal bone
#

Change list. Like a commit in git, I suppose?

wraith oracle
#

I guess? I wonder if that's the reason my PCBs aren't showing up in UGS

teal bone
#

Probably

wraith oracle
#

Oh the CL# is the Change List Number of the last time you did a code change in your engine.

wraith oracle
#

I still can't figure out why my PCBs aren't showing up in UGS.

pulsar parcel
#

what is this path

#

usually this tab just shows the uproject name (with extension) and that's it

#

did you actually setup the engine as a native build?

#

and what does your UnrealGameSync.ini look like? where is it located?

wraith oracle
# pulsar parcel usually this tab just shows the uproject name (with extension) and that's it

That's the path to the project file on disk. if I right click it I can have it show other stuff like the stream or workspace information.

I THINK I set up the engine as a native build. What does that mean? Building from source? If so, then yes.

"C:\LX\unreal\engine\5.2.0\Projects\InsightecUnreal\Build\UnrealGameSync.ini"
[//unreal/unreal/unreal_base/engine/5.2.0/Projects/InsightecUnreal/InsightecUnreal.uproject]
ZippedBinariesPath=//unreal/unreal/unreal_base/++unreal+unreal+unreal_base-UnrealEditor.zip

pulsar parcel
#

well these are some unnecessarily long paths. did you verify it was being submitted to that depot location and what is the changelist description the binaries were submitted under?

#

Build/UnrealGameSync.ini under the project root is correct

wraith oracle
#

[CL 160476] Updated binaries

pulsar parcel
#

also a native build means

Engine/
MyProject/
  Content
  Config
  Source
  MyProject.uproject
GenerateProjectFiles.bat
wraith oracle
pulsar parcel
#

though actually I think the INI sections are branches, but let me check one second

wraith oracle
#

OH maybe I have the project in the wrong spot!

pulsar parcel
#

this is one directory level too deep unless you made a custom uprojectdirs file

wraith oracle
#

I ahve not

#

okay, lemmie move that sucker right quick and see what happens.

pulsar parcel
#

oh the UGS.ini is the full uproject depot path

#

so that's correct

wraith oracle
#

yar

#

I"m going to try moving it, but I have like 170K other files I need to check into p4 first. so blerg. Thanks for the tip. I'll let you know how it works.

teal bone
#

I wouldn't do that all at once. p4 will explode.

pulsar parcel
#

I do find this structure odd still, usually it's as simple as //projectname/ProjectFolder/Project.uproject

#

You can have a separate engine depot to store the "clean" engine

#

this is like doing classic depot management but with stream depots

wraith oracle
teal sail
#

In perforce using an import stream mapping still allows users to checkout imported files, even though they can't submit them. In P4V this doesn't cause any contention with other workspaces so isn't a problem, but unreals integration treats it as an exclusive lock.

Is there any way to completely prevent checking out an imported file?

remote bobcat
#

For the UGS Metadata Server, it would appear that some files really should not be publically accessible

#

Like the MySqlConnection var

#

Is there some documentation on what to expose and what to not expose?

pulsar parcel
#

it's a web service and that's a config value

remote bobcat
#

Right, I want to make sure config files (and thus their values) are not exposed to the web.

#

When publishing the project, I'm not exactly clear on what files are actually serving as the front for the web service

#

In your case, do you set the MetadataServer file to run every server startup?

pulsar parcel
#

It's not like someone can go to yoursite/Web.config and see the values

remote bobcat
#

Sorry, I'm talking about running dotnet MetadataServer.dll

#

Which makes sense

#

You're saying I don't even need to involve httpd

pulsar parcel
#

yes it has its own web server

#

you have an external one if you want to reverse proxy

remote bobcat
#

Ok, I understand

#

Guessing it doesn't support https

merry verge
#

If it's using kestrel it sure does. And even if it doesn't you'd generally run it behind a reverse proxy that does.

#

though it's targeting framework 4.6.2 so it might not be kestrel. Either way, if you're running behind IIS you can use https anyway.

remote bobcat
#

Not running it behind IIS at the moment

#

So sounds like I need a reverse proxy

kindred spruce
#

it is possible to change the name of the server from master.1 to else?

kindred spruce
#

also, is it possible to be the super user and a user of in p4v for changing files and managing in as 1 person or i need 2 users for that, one super and one write?

somber kraken
#

Anyone has tried to put a cloudflare domain for a perforce ?

pulsar parcel
somber kraken
#

I see

#

Thanks

woven sluice
remote bobcat
#

We need a dark mode for UGS lol my eyes are burning

runic summit
#

I reverted, then the BP wouldn't compile - something in the self references passed to events screwed something up - I tried to recreate the events and now I see this - fix up redirectors did nothing

#

here is the problem - how do I delete this actor -

vivid scaffold
#

Extremely helpful... not even a hint as to what is wrong. 😑

teal bone
#

Have you tried going to that url in your browser?

remote bobcat
#

Why would UGS not show the changelists that are binary submittals?

kindred spruce
#

Is it possible to mirror a helix core server onto goitjib and have them completely synced?

north coral
vivid scaffold
#

now that I added files, I get the "not a working copy" error instead 😔

#

and the forum thread about that error message is also literally a decade old 🥳

#

Epic = progress 😬

woven sluice
teal bone
#

They started tekenourjibs. So now they've goitjibs!

teal bone
woven sluice
#

I should've known there would be some mad people already out there

gray sparrow
#

Hey! Was wondering if anyone could help me with a UGS problem. I have built and installed UGS. I also created another stream to hold my binaries and have created the .ini to point toward that path in the depot. and yet, when I go in my UGS, I can't activate the option use precompiled binaries, it says it is not available for my project, I am unsure on what to do and there is little doc, forums post on those problems,

slender coyote
#

Wassup fellow Unreal Nerds; I'm doing some tinkering and noticed I haven't updated my perforce since 2020, is it worth updating? Any new features of any note? Everything seems to work just fine.

stable tendon
stable tendon
slender coyote
gray sparrow
stable tendon
pulsar parcel
#

also did you use the included BuildGraph to prepare for UGS submission or roll your own thing?

scenic gale
#

Are their any full tutorials for a full perforce devops pipeline that include:
-Helix Swarm setup
-Perforce (P4D)
-Jenkins (or other CI/CD)
-Test automation

slender coyote
gray sparrow
stable tendon
#

Hey @scenic gale and @slender coyote ! I'm actually working on this right now! Trying to get the complete end to end workflow figured out so we can share it out and iterate on it.

#

@scenic gale In the mean time, we have the Enhanced Studio Pack for Helix Core which can setup p4d/swarm/hansoft and have them all integrated. We didn't add Jenkins/UGS/MUE as it would've been a bit heavy.

scenic gale
azure breach
#

We're using P4 and UGS on our team. For game 3 we were hoping to move back toward the launcher binary build just for ease over managing an engine build ourselves (easier install for non-techies and easier upgrade path).

One "problem" we've run into is how to handle "Engine " Plugins/Content. I was wondering if anyone has solved this problem in a clever way. Some solutions we plan to investigate:

  1. Create like a .bat file that runs and detects changes to some folder in the project directory that copies and pastes plugins to individual users Engine/Plugins folders. (Pros: Guarantees people stay in sync Cons: PITA to maintain I bet)

  2. Try to find out where the engine configures its plugin directory and change that to a folder in the project directory. (Pros: Easy Cons: Will break people's local engine if they uninstall the project)

  3. Convert all engine plugins to project plugins. (Pros: Clean. Cons: We don't know how to do this or if its possible)

  4. Say screw it and just suck it up and handle distributing and building the engine in source.

If anyone has other ideas or advisement it'd be much appreciated.

void apex
#

Does anyone know how to get workspace to show up using perforce? Right now my perforce just shows blue text Client@ on a checked out file instead of Client@Workspace.

pulsar parcel
#

though I'm not sure for your reasoning about going back to the binary engine though

#

but just make sure you setup your depot so it's easier to convert to a source build later if you have to

humble gulch
#

What type of files in the binaries folder(s) would be safe to commit so non-programmers don't have to rebuild the project to open it?

stable tendon
#

@azure breach I haven't done that yet, but what I've heard around is that as soon as you start customizing UE/adding plugins, it'll be easier to build the engine via source, as it requires less scripts/hacks. But that might be a good question for another channel (not sure which one!).

stable tendon
simple trench
#

sorry if this is a noob question but i tried googling this and im still quite confused - when using perforce for version control, should i:
A) set my unreal project folder as "workspace root" in perforce
or B) make a new empty folder for it and "add" my project files to it in p4v
?

stable tendon
simple trench
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okay, thank you

pulsar parcel
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both will technically work

long mural
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@woven sluice still having issues updating engine versions

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i just got fresh 5.3 from Epic P4

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but i cant seem to get it to detect the changes in my pristine branch

woven sluice
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Probably wrong ping, I don't have p4 access

long mural
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no to my own perforce

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on my own perforce i keep a copy of the engine in fresh pristine

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its currently 5.2, i just got 5.3, and it wont detect the changes

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you helped me a few weeks ago (well gave me suggestions)

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nvm sorry was @pulsar parcel, my bad 😛

pulsar parcel
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All I do is reconcile in the clean branch

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Then perform a p4 merge to the target branch

long mural
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yeah i did that, but it does nothing, tried command line and client

pulsar parcel
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As long as you initially performed a p4 copy

long mural
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client just freezes, command line does nothing

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p4 reconcile -m ?

pulsar parcel
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In the merge window all I used was "specify source and target paths" not stream to stream

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Yes, since that uses modified dates

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Much quicker that way

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You reconcile when you want to update your clean stream

long mural
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right, not sure why this is not working then 😦

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how about merging your changes to the engine?

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i only have a few so doing it manually is no big deal

pulsar parcel
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The project stream will have the modifications in it so when you merge from the clean engine branch you'll have merge conflicts generated from your own changes

scenic gale
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@stable tendon I think the perforce template link is broken on AWS I tried to open the template from the email sign up

void apex
slate jasper
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Hello, anyone here knows why when Perforce Source Control is activated in UE5, the editor takes up to 20-30 seconds to do simple task like Ctrl Z to undo object or renaming BP, etc etc?

woven sluice
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well what's going on in your editor log, anything weird?

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it does take longer, not 20-30 seconds though

slate jasper
woven sluice
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just here

slate jasper
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Ok

woven sluice
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yeah thought that might be it, you committed temp folders to source control

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diud you set up an ignore file?

slate jasper
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Nope, No idea what that is.

woven sluice
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every version control system has different ways to tell it what stuff it should not track. usually called an ignore file or something like that.

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you'll need to research how to use it, set one up for your repo, and then you'll need to manually delete and commit the deletion of any temp files that should have been ignored

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Epic has docs on this with suggestions on what to ignore, and of course perforce will have docs somewhere on how to use their software. and you can find sample ignore files here or on github through searching

slate jasper
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Ah, Ok I think I kinda of am able to wrap my head around it. I'll look into it.

woven sluice
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sidenote, perforce has two different kinds of depots... Classic and Streams. the ideal process for setting up ignores can be a bit different for each, although an old fashioned manual ignore file works the same for both

remote bobcat
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Can you set UGS to open rider instead of VS?

muted gulch
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When you rebase from 5.2 to 5.3 successfully party_manny

stable tendon
stable tendon
# slate jasper

If you use streams (which you prob should), you can setup your ignore folders in your stream spec. Instead of using a file like p4ignore.txt, I setup my UE project w/stream ignores. Here's a pic and snippet.

/DeriveDataCache/...
/Intermediate/...
/Saved/...
remote bobcat
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I still don't understand quite how paths and components are different

stable tendon
remote bobcat
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Can’t paths import from other streams though?

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The reason I ask is because Perforce recommended me to use components but because components require that they be placed in a subdirectory (they can’t be in the root) it breaks how I would need the project setup to be “native” and work with unreal out-of-the-box so to speak

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My understanding is that paths can map to the root of a stream

stable tendon
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Great question, let me dive in on my side and get back to you!

remote bobcat
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But I’m not sure what limitations I run into using a path over a component

remote bobcat
stable tendon
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@remote bobcat Alrighty, here's what I got. Paths work fine, but where streams using components shine is the ability to update the local paths based on the upstream stream component. Paths are more hardcoded, where as stream components are more dynamic. So if you referenced ComponentA in StreamX... //stream-x//component-a/... all the component-a sub folders/paths will automatically update based on the upstream component.

Caveat, the local component-a path can be locked into a specific revision, thus not getting any latest updates. That would be good if you need to lock to a specific version to prevent surprise updates.

I hope that helps! Here's another link to components with more examples: https://www.perforce.com/manuals/p4guide/Content/P4Guide/stream-components.html#Stream_Components

remote bobcat
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all of component-a's sub folders/paths will automatically update based on the upstream component.
Would this not be true for paths? If a path is importing from another stream, and that steam has files/folders updated, do they not sync to the stream that is importing the path?

stable tendon
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Correct x 2. Paths don't get updated. Paths within a component do.

remote bobcat
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Got it. Thanks for the help and clarification!

stable tendon
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NP! Go get it!

long mural
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@stable tendon i added xml as text+w in typemaps

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but for somereason its still text

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is there a way i can fix this in all depots?

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i see p4 retype

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do i then need to reconcile to make it update?

worn glacier
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Anyone have any thoughts on what I could check on if my Config\DefaultEditor.ini file is constaly changing for every computer using it, meaning it's always checking itself out and always needing to be merged? Not sure if I've got a blueprint or something messing with it on accident, or if there is something more obvious I should look at first.

kindred spruce
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How do you push stuff into a release stream? It only merges down, it's not bidirectional

long mural
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you shouldnt push into a release stream

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the idea of a release stream is you make it prior to release do any fixes you may need to in the release stream, then merge them back to main

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idea is release stream is stable at the point and only requires minor fixes maybe

remote bobcat
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When using UGS and binaries, can you not sync to just content commits after a binary commit?