#source-control

1 messages · Page 13 of 1

pseudo granite
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ok lol, didnt know

old anchor
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Are both computers part of the same subnet (I think thats what I mean) aka does your client comp have the same 192.168.0.???? form?

pseudo granite
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did not work, but this is not the computers name, its only the name for the server in perforce, desktop name has a different name but if the ip works then I guess i'll just do it that way.

pseudo granite
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both on a home network

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both on same router

old anchor
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HSserver and your hosts ip are not matching up, but try the ip address in perforce

pseudo granite
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so would this be a matter of allowing PORT 1666 as an exception in the firewall? or does it involve more than this?

old anchor
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That sounds like a firewall issue oh the server.

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What OS/Distro is the server?

pseudo granite
old anchor
pseudo granite
old anchor
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The port for ping is open, but 1666 is closed, which is why it times out. Also fix your host file, which will only work if you're NOT using dhcp to decide your systems ip addresses

pseudo granite
old anchor
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No

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I mean, why do you use HSserver instead of an IP address.

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Is HSserver then name you gave the server?

pseudo granite
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yes it should be the name

old anchor
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Your client computer has no idea what that means if its not set up in the host file, but again, if your internal network's ip addresses aren't set statically putting that in a host file will cause errors later on if your routers dhcp server changes all the ip addresses, so just stick to using ip addresses

pseudo granite
old anchor
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No, all control to the net is in the router.

pseudo granite
old anchor
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Maybe tunneling or something, but thats above my skill level

pseudo granite
pseudo granite
old anchor
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Use the ip and not the name

pseudo granite
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i did

pseudo granite
old anchor
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Is the server running?

pseudo granite
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does there need to be a speciofic file / application open?
the server is just sitting in the folder view for the server files

old anchor
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Was that command run on the server comp?

pseudo granite
pseudo granite
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This hands down is the most important question i can ask

"does there need to be a speciofic file / application open?
the server is just sitting in the folder view for the server files"

hard cobalt
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Yea you might not have $P4PORT env variable set up correctly. Go to your shell and time that in and see what comes out. Early i nthe set up you set these things up. Theres a config file in your $HOME directory if youve done it right check the values there

old anchor
pseudo granite
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@old anchor @hard cobalt

I tried $P4PORT as a command and it failed
don't know how to access the shell.
dont know where the $HOME is, it doesn't seem to be in the server files.

I don't think anyone understands where i'm at with all of this.

I installed the helix core server application and it generated a bunch of server files in my specified folder.
The computer has been sitting on this folder ever since.

old anchor
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$P4PORT is a variable

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You have to set up and start the server as a service on the host system

pseudo granite
old anchor
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localhost is a start

pseudo granite
old anchor
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if you can get a localhost up you can get a server up

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If the server is running you can connect to it once you open up the ports for it in the firewall

pseudo granite
pseudo granite
old anchor
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Is it running on the server, are you able to connect on the server?

pseudo granite
# old anchor Is it running on the server, are you able to connect on the server?

That's a fantastic question man, "is it running on the server"
for the probably 5th time I cant answer your question because I have no idea how to tell if anything with the server is running.

this whole setup is such a shit show.
I don't know if the server is running

I found like a single tutorial with setting up P4D and the tutorial had us install P4D and then it ended. my pc is sitting here on it's folder screen because there were no other steps to follow.
Does the server setup require more than just merely installing P4D and keeping the PC on? IDK

i have no idea.
but apparently im being told that there's all these other steps that need to be accounted for.

old anchor
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Did you follow the tutorial and start up the p4 server?

old anchor
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Didn't know the installer automatically set up the service to start

pseudo granite
# old anchor Did you follow the tutorial and start up the p4 server?

this dude in that video installed the server application and then just left it there.
Then he went off in fairly land with P4V and thats when I got stuck.

where is this "start up"

this dude was doing great, then he creates a new user (at this time stamp) https://youtu.be/2me3R2FFjcI?t=238

In this video, we’re going to show you how to install the Helix Core server and the Helix Visual Client. Once set up, you’ll be ready to use all the powerful features of Helix Core.

▶ Play video
hollow sleet
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is it possible to set p4ignore per workspace or can it only be 1 at a time for the entire machine?

pseudo granite
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@old anchor The tutorial is fine, but at 4:00 mins when he creates a new user, it doesnt work for me

old anchor
old anchor
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on the host/server machine

pseudo granite
hollow sleet
pseudo granite
old anchor
hollow sleet
pseudo granite
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This dude hits "new user" and then gets this screen
I have yet to see this thing because when I hit "new user"
I get an error.

thats the entire thing im having trouble with

hollow sleet
old anchor
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But for me I have the P4IGNORE=.p4ignore on the server side

hollow sleet
old anchor
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Well, the server needs to know which files to ignore also, I believe.

hollow sleet
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it can do that per stream through share/exclude but that's for different use cases iirc

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I don't think it can exclude files per extension but I might be wrong

old anchor
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I guess they changed the service name to p4d?

hybrid goblet
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Hi, I’m solo developing a Unreal 5 project. I’m switching from git + LFS to Perforce. I’m finding the change very difficult.

I like my workflow in git and would like to continue it in perforce if possible.

In git I would create a new branch to make a new feature. To do the same in perforce do I need to create a new stream + workspace?

old anchor
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Today we will go over some administration of your Perforce server from the client side in P4V. Leave a comment below or join the discord!

☛ Download P4V: https://www.perforce.com/downloads/helix-visual-client-p4v
☛ P4 Ignore File: https://bit.ly/P4Ignore

Commands used in this video:
★ p4 configure set dm.user.noautocreate=2
★ p4 configure set...

▶ Play video
hollow sleet
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is there really any benefit to using perforce over git when developping solo

hybrid goblet
hybrid goblet
# hollow sleet is there really any benefit to using perforce over git when developping solo

I'm trying to make the switch to perforce because my project is heavily art based (binaries) and UE in general seems to be heavily binary based. Storing binaries in git gets wildly out of control in terms of size because you are stuck storing every single version of the binary, forever.

Looking at perforce it looks like you can control the number of revisions per binary / binary type and stop storing revisions that you no longer need

hollow sleet
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if you use git LFS you can set it up to only store the latest version of the binaries etc

hybrid goblet
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I don't see anything about that in a google search?

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I also want to be able to store multiple previous versions of a binary. Then start deleting previous versions when I want to in order to free up space

pseudo granite
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I installed the Perforce server application and it generated a bunch of files in my specified folder.
I have now went back to the P4V client on my own PC and tried to connect but I get an error when trying to connect to the server.

any ideas?

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?

pseudo granite
pseudo granite
hybrid goblet
hard cobalt
# hollow sleet is there really any benefit to using perforce over git when developping solo

Perforce is free as a solo developer and additionally you don’t need a cloud server. That’s huge wins caus those are biggest limitations. Perforce integrates locking really easily and naturally with unreal while git does not but I guess you don’t need locking if you’re solo. Hmm I guess I’m that case it’s not as useful and if you already know git I don’t see the purpose in changing. Don’t know enough about the nuances of each. Honestly as a solo dev I’d used SVN. Git has extra steps that give a larger overhead. SVN is better for large binaries that’s what I use it for at work. Anyway useless answer sorry

hollow sleet
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You don't need a cloud server for git either

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You can create a repo with every classic git functionalities locally or host it on another machine you own

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Perforce definitely scales better but for purely solo dev I'm really not sure I see the point

pseudo granite
cunning mantle
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A serious question. Is SVN or P4 better for a mid-size team (about 50ish members in the office) and would be doing much outsourcing with outside companies?

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I just feel SVN is very slow when you are dealing with a bunch of large files. I'm not sure we are going to use both on premise and cloud.

merry verge
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I don't think "slow" is an inherent property of SVN, might want to evaluate your hosting. The answer is really going to depend on cost and familiarity with the tools at a company of that size.

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Perforce isn't cheap. It is the standard, but I'm not sure SVN would be a dealbreaker for working with outsourcing so it really depends.

cunning mantle
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Lets say if we don't care about the cost, which one is better?

merry verge
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I can tell you that OFPA can be slow even under perforce. It really depends on hosting.

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Which one is "better" I'm not going to argue. Perforce is the standard, and what is best supported in unreal.

cunning mantle
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SVN can't do code review, can it?

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I mean it is necessary...

merry verge
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Perforce can't "do" code review either. They both rely on external tools.

cunning mantle
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Swarm review? IIRC

merry verge
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They provide a separate tool (swarm) but it's not an inherent part of perforce.

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And there are plenty of review tools that support SVN.

cunning mantle
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You know, for outsourcing, it is really necessary to have a code review tool.

merry verge
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I'm aware. No major source control systems have one built in.

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Because it's not strictly part of source control, it's a separate tool like any other.

cunning mantle
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Thank you for the suggestion. I'm going back to check hosting again.

reef oriole
cunning mantle
reef oriole
cunning mantle
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The pricing of perforce is just ridiculous high and I used plastic before, love the UX rather than p4

sterile sapphire
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Hoi there! Probably a question asked often but, we are using P4 and we get a bit annoyed that everytime we change code and build, we have to remember to checkout manually the dll to submit it.

I know that ideally we'd have a build machine to build when we submit code, and it would be the one submitting the dll, but we don't have the time to set that up right now, it will come later.

In the meantime, is there any way to automatically checkout the dll on build please? We are trying out Rider at the moment, but also using VS and 10x

reef oriole
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Hey there, fellow Unreal devs,
We have published a new release 1.8.3 of the Plastic SCM / Unity Version Control plugin for Unreal Engine on Github https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.8.3
It adds support for the recent Smart Locks https://blog.unity.com/engine-platform/unity-version-control-smart-locks (mentioned in this channel last week 🙂 ):

  • Display Smart Locks status information in the Content Browser
  • Context Admin menu to Release or Remove a Lock from the Content Browser
  • Users connected to a cloud server can open the Unity Dashboard to display or configure Lock Rules
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But perhaps more interestingly, since Unreal Fest it's now also being published and updated regularly on the Unreal Engine Marketplace https://www.unrealengine.com/marketplace/en-US/product/unity-version-control-plastic-scm 🚀
The technical documentation (an online version of the README.md) has been updated to explain briefly this new Marketplace release channel https://docs.unity.com/ugs/en-us/manual/devops/manual/vcs-plugins/unreal-plugin

Unreal Engine

Unity Version Control (Plastic SCM) is a version control system (VCS) that handles large files and binaries with speed.

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In case you are interested, or if you want to answer others, don't hesitate to ping me or reach out directly through DMs since I am often connected but not always reading everything 😉

rotund canopy
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Anybody else experiencing extremely slow speed for downloading the UE5 release from Github..?

cunning mantle
jaunty hornet
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I'm an idiot and I still have some files checked out on my office workspace

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How do I uncheck them out from my home workspace

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So same user, two differnt workspaces

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if possible

silver token
reef oriole
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In fact, you should be able to unlock your own files from the distance, from the command line

pseudo granite
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trying to set up the P4IGNORE file but it keeps defaulting to txt in file explorer

any ideas?

reef oriole
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But in the end, you can call it whatever you want, P4IGNORE.txt is fine as well, each user has to configure locally P4 to tell it what filename to look for:
eg I am personally using

p4 set P4IGNORE=.gitignore

pseudo granite
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would VS Code be a work araound?

reef oriole
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Yes most likely!
But if you configure Windows to show extensions in the file explorer, then you can change the extension or remove it. Or use the command line to do the rename

fickle hull
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Hey folks 👋🏿 I've got what might be a 101 question regarding sharing a project. Here's the situation:

-I'm on a team of about 10 people (5 progs, 5 designers)
-Project is in perforce
-We're just using an Install Build of the engine (not building form source)
-We started off just using Blueprint
-I've added some C++, had to generate solution files and what not. It's working for me
-One of the designers syncs the project and is unable to open it
-They get the error "The folloinwg modules are missing or built with different engine version: {OurGameModule} Would you like to rebuild them now?"

Is there a correct way to handle this situation? As I understand it we could ask all of our designers to also setup Visual Studio so that they can compile the code but we'd rather avoid that if possible.

It looks like we could also just commit binaries of our module to perforce and have the designers sync that.

Is there another more correct way to handle this?

silver token
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The 100% correct way if there's any custom C++ would be independent build machines and UGS (Unreal Game Sync). You can get away with programmers committing binaries but it doesn't scale well and only really works for 1. Maybe 2 or 3.

woven sluice
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epic, being a massive organization, uses UGS.

for a very simple trunk-dev system, set up CI to produce your DLLs and commit to perforce whenever code files are submitted via a p4trigger. set up coders to work on a virtual stream that simply ignores binaries. best if you can also set up a CI notification bot that tells everyone when binaries are updated and if it succeeds/fails

wide raven
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Depending on your project size - if build time is not a major factor ( under 5 minutes, say ) I don't really see using Visual Studio to build and run the editor as an overwhelming hurdle for designers. After the initial setup, it's pretty painless. A simple .bat script to delete intermediate and regen project files, go press rebuild and run.

I can see the value of the binaries-distribute system rising along with project build times though...

woven sluice
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don't forget the VS Community limit is 5. although i doubt you would ever get seriously targeted if you could easily prove that you only had 5 "real" coders and the rest were just substitutes for a build bot. but i personally think implementing CI is worth it even for 2 coders. occasionally someone doesn't push one source file change, CI with notification causes them realize their mistake almost immediately

wide raven
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CI setup for every change, absolutely

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Haven't figured out how to link up a Slack notification to the exact people who made the changes yet, but a monitor channel already does wonders, catches mistakes early about weekly

fickle hull
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Thanks for the insight you two. We don't have admin access to p4 and I doubt we'll be able to setup a build machine so I think we will just ask our designers to install VS

wide raven
# fickle hull Thanks for the insight you two. We don't have admin access to p4 and I doubt we'...

For a project at a scale of 10 people working on it, I would warmly recommend thinking about Jenkins / TeamCity setup to get a monitor + nightly builds running.

Monitor : catches mistakes in compilation
Nightly Builds : great for process to have tasks go through QA on a fast rotation - a ticket is marked with CLxxxx and moved to QA column, QA doublechecks that the feature / bugfix works to spec

livid rover
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Hi, I’m planning to use perfoce for a project and I was wondering how much storage I should allocate. A 1 to HHD seems to be more than enough but I just wanted to make sure I’m not missing something.

stable tendon
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Also, if you can get an SSD, that'd be faster, and our usual recommendation.

winged tiger
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In UGS I want a sync filter that filters out all png/bmp files in my project.

So I have
+SyncCategory=(UniqueId="...", Name="Raw", Enable=False, Paths=/Foo/...bmp;/Foo/...png)

But I want to make an exception for my EdSplash.png which lives within Content/Splash as required by hardcoding in the engine.

I tried adding another sync filter that was enabled by default, but that didn't help.

+SyncCategory=(UniqueId="...", Name="*Protected Raw", Enable=True, Paths="/Foo/Content/Splash/...")

Is there no way to do this with UGS filters?

paper hound
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hi there
Is perforce on azure devops free ?

merry verge
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azure devops has nothing to do with perforce

paper hound
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yes i know but i want to connect azure dev ops with perforce

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so i guess the answer is yes

woven sluice
jolly fog
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So, up till now, I have been using Github desktop without publishing to keep track of files. This has the downside of taking 10 years to commit the larger files, which i assume is from diffs, when I only need snaphots for large maps. Any ideas?

hybrid goblet
jolly fog
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Okay, gotcha, I assumed that git would try to diff the files and store that, which would take a long time, but that makes ssense

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Still an issue though, it takes a long time to commit

hybrid goblet
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No git cannot diff binary files

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there are a few things you can try out to improve the speed

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is your local git working copy on an ssd?

jolly fog
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Yep

hybrid goblet
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do you have enough ram when you are working? or are you maxed out?

jolly fog
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Also using Github Desktop to control it, though I should be able to easily wrestle control away from it and into cmd, just a layer of protection whilst version controlling

hybrid goblet
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github desktop vs command line will make no difference

jolly fog
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I am maxed out in ue5, but when commiting i'm fine, I have 48 gigs of ram

jolly fog
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I have used cmd though for other projects and locally hosted git repos, so should be fine

hybrid goblet
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im not sure how git commit works in terms of hardware but it could be possible that commit uses ram and if you are maxed out it is having to use your ssd instead

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and the ssd will be way slower than ram

jolly fog
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I can check real quick, ill modify the map a bit and watch it

hybrid goblet
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assuming you are using windows and windows defender, i think git commit will also trigger a local file system write operation and it could be possible windows defender realtime protection is slowing it down

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windows defender slows down my visual studio unreal source build by 2x for example

jolly fog
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wow

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Github Desktop also isn't meant for local repos, its always warning about how this can't go on github unless I get Git LFS, and doesn't have a ggreat branch explorer, it would be better if I had a version control GUI that was focused on local ones

hybrid goblet
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you could use sourcetree

jolly fog
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I'll take a look, the most important thing for me is balancing the power of a ggit command line, which ive used in the past, and a nice GUI that displays the info I want and protects me from doing something dumb

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ive fucked up my fair share of git repos with unconscious incompetence

hybrid goblet
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as long as you dont rewrite history anything can be recovered from

wide raven
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"Fork" is my favorite git visual client

jolly fog
hybrid goblet
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and never work in the main branch 🙂 always make a branch and merge your changes back into main

wide raven
near granite
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what's the best solution for collab working environment?

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Github good?

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Using LFS but hit the storage quota

wide raven
near granite
wide raven
woven sluice
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the storage limit is (only) set by the server you build

stable laurel
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Hey, so I don't know if this is the right place, but is there a way of changing the editor on a per-project basis? Let's say I have changed the Crash reporter client, I surely don't want that to be the same for every game, right? Thanks in advance.

wide raven
stable laurel
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I do have sentry, although it required me to change some in engine stuff

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Although I want to edit more though :p like, the mobile renderer

woven sluice
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Well, it's an open source engine... You can do whatever you want... Get a TB hard drive for each project with its custom engine?

wide raven
stable laurel
wide raven
stable laurel
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Ahh, I see

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Thanks!

ivory quest
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I've deleted and remade the workspace several times, including selecting the project folder as the root, and making an empty root and moving all the project files into that folder. Always does the same.
I can't believe perforce doesn't work with folders (as that would be stupid) but I can't see any 'ignore subfolders' options

quaint obsidian
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if you fork in an organization, it will only be visible to those that are allowed to view it by you

stable laurel
quaint obsidian
ivory quest
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Is it a known issue that you don't seem to be able to create a game feature plugin on a perforce-revisioned project?

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Works fine on a non-covered project, but errors out on the perforce one

silver token
ivory quest
near granite
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we are using Github but that isnt helping because of file size limit

woven sluice
sudden shard
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Speaking off perforce lol I have dumb perforce question. I am so used to git and love it but am moving to perforce because blah blah industry standard and i just wanted to double check something. Streams are pre much the equivalent to branches right?

silver token
wide raven
pulsar parcel
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Very seldom used dev branches but very regularly used release branches

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Deployed Epic's Robomerge tool to make it easier

wide raven
pulsar parcel
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Well sometimes it's unavoidable so I would say soft locks are preferred. It's shitty but the resolution is to manually recreate changes for certain assets over a range of CLs

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You'd use a dev branch for incredibly volatile changes that are likely to break things for an extended period of time

wide raven
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I would prefer to implement the changes behind a toggle, and attempting to keep things in mainline. But of course cases may vary wildly

hollow sleet
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is it possible to set up perforce streams to be in a "loop"? like, I want a main stream to automatically push its content to a programmer stream, which in turn only ever pushes its content to a Jenkins stream, which is managed by a bot that'll do some processes (in this case compile cpp) then push its content to the main stream

wide raven
hollow sleet
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so if I make programming a child stream of main and then jenkins a child stream of programming, could jenkins push to main from that? without passing back up through programming since binaries aren't included

wide raven
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I don't see a reason to have a separate "jenkins" stream necessarily, but essentially yes

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Jenkins polls programming, builds, if builds are green, push to main

hollow sleet
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alright, thanks

hollow sleet
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also I'm really confused with perforce's stream doc right now
so far my programming and jenkins stream have both been virtual streams of main, meaning anytime someone pushed something on main programmers got it automatically
if I make Programming into a development stream, will moving changes from Main always be a manual process? is there no way to have changelists on main instantly propagate to programming? I can't find anything on the subject

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the doc only mentions manual merges

wide raven
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We only have main, staging, release branches : we don't do branch based development at all, so not really fully up to speed in this area

hollow sleet
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alright

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that's mostly because I don't want something like jenkins pulling from programming and then pushing to main if programming is missing changes from main

foggy niche
#

So we have any docs on the "Status branches" that fortnite uses and the engine promotes?
I can only find a gdc talk 🤔

foggy niche
#

On an average day, Epic developers submit over 500 changes to Fortnite's mainline. In this talk, Lead Engineer Ben Marsh discusses Epic's development infrastructure and workflow including how we set up our branches, how we get builds of the editor to our artists and designers, how we set up our build system and escalate problems to devs, and how...

▶ Play video
pulsar parcel
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Virtual streams are useful for excluding content

hollow sleet
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The programmer virtual stream right now excludes binaries, and the idea was that when programmer would push stuff, it'd go through jenkins and get pushed after jenkins compiles the cpp

pulsar parcel
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Yes, and? Why would that need a separate stream

hollow sleet
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Right now both the programmer and jenkins streams are virtual, the main problem is that if programmers push changes and anyone pulls before jenkins reacts to the changes and recompiles, they might end up having issues

pulsar parcel
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And that's why a lot of studios deploy UnrealGameSync to prevent that race condition

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But that requires a native source build

hollow sleet
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We don't have an unreal source build & I only have so much time to set up this kind of thing

pulsar parcel
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Yet this process exists to prevent a rare race condition with syncing

hollow sleet
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And I'm trying to set up a similar process without putting an extra week or more into figuring out how to build and distribute the entire engine myself

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Especially since we wouldn't benefit from it in any other way

foggy niche
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isnt UGS just a fancy perforce client? 🤔

teal bone
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A fancy perforce extension.

heavy fox
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Can anyone help me figure out why my perforce typemap isnt working to set the locked settings i followed this video from perforce exactly but still my files which should be locked are not 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
woven sluice
hollow sleet
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I'm setting up triggers next but that still leaves a short window
It'll still probably be enough for just cpp builds but I wouldve liked eventually setting up automated testing and checking if all BPs compile etc
We already have a discord bot for other purposes so we could do build notifications yeah

woven sluice
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yes, i worried about the same thing while i set up our stuff, stopped caring after a few days. but it'd become necessary at some point with a large/growing team

hollow sleet
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It's a team of 9 with 3 designers and 3 artists right now fwiw

wide raven
robust bluff
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I'm using perforce and I'm having a strange problem where it says I have a umap checked out. But i don't. It says it with a blue checkmark like it's someone else buit it's my username that says chekced it out.

wide raven
robust bluff
stable tendon
hollow sleet
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hey, I managed to setup a python trigger that's supposed to trigger a jenkins build, and it's apparently successful since the request returns 200, but jenkins isn't starting a build, any idea what could cause it? the manual perforce trigger thing in jenkins works fine
this is the python script https://pastebin.com/XvjTaD2r

hollow sleet
stable tendon
hollow sleet
#

which one?

stable tendon
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Maybe the agent log? Based on what you said, sounds like a possible run issue? "it's apparently successful since the request returns 200, but jenkins isn't starting a build"

hollow sleet
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if you mean "all jenkins logs" there's pretty much nothing in it dating from any script triggered build

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and the project doesn't even start building

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just, nothing

round cave
#

Hey everyone! I have a project using git source control and my partner just tried to clone it but they can’t open the project. I have paid plugins that they don’t have, and it’s telling him it can’t find them. I tried following guides to send him the plugins and have him go in the project plugin folder but it still can’t find them. Is there something else we can do?

stable tendon
hollow sleet
#

the jenkins server is the jenkins agent fwiw

#

both "all jenkins logs" and the "P4 trigger log" on the project have nothing at all resulting from the url post

#

ok so

#

I just tried setting up a custom url for building in the project and that works

#

so it's specifically the perforce jenkins plugin remote triggered build thing that doesn't work

#

so I guess as long as I don't need extra info in the build trigger I'm fine?

stable tendon
#

Ah, weird and bummer. We monitor that repo, so if it's reproducible, toss up an Issue. Once it's up, LMK and I'll poke.

hollow sleet
#

I will but honestly I wouldn't be surprised if it's dependent on some random windows/VM setting on the VM we were provided for the setup

robust bluff
stable tendon
robust bluff
#

I can't right at the moment. But if I had to guess, the scl has to contain a file that is exclusive. so a .umap is what it was in my case. Maybe checkout a umap, edit it in unreal, then shelve+revert your changes while that map is still open in unreal. There were dialogue options in unreal that popped up in that process, but i don't remember what they were + what exactly I chose. I'm sure I hit all the wrong buttons along the way 🙃

stable tendon
#

Haha, sounds good, thanks!

tame zealot
#

DEar All, I'm working on previs with Unreal (no Dev or game). we will be a small team (4 artists). I made a try installing Perforce. But I never succeed puting Depots on a NAs (share drive). Is there a way to do it ?
I'm not an IT !
Alos, when I try using history with sequencer, I realise that choosing an older version from depot, wasn't upading the sequencer. Seems that perforce is more for developper that cinematography profil ? I would like to make a try using Prism in order to manage shots versions, do you have some experience to share ?

wide raven
tame zealot
woven sluice
tame zealot
midnight niche
#

trying to setup perforce and I'm getting a warning whenever I try to add files:
file(s) not in client view

teal bone
#

Generally means that the path of the files you're trying to add are not mapped to your current workspace.

#

Or you lack the permission for that path.

midnight niche
#

Why would I lack permission? Also I did include my depot to my workspace

teal bone
#

I have no idea. That's just what I've seen that error it's been because of a permission of a path issue.

#

Is not a p4 admin

midnight niche
#

Lol.

wide raven
pseudo granite
#

trying to setup Source Control in Ue5, but its not seeing my workspaces

anyideas?

#

(even though in perforce, it shows my workspace)

wide raven
pseudo granite
novel geyser
#

Can anyone help me set up a depot and server on perforce for an unreal project that I want to do with a friend?

wide raven
trim trout
#

I was told I may be able to get some better help here with my error, so I am just going to copy and paste my message.

I am not exactly sure what is wrong with my project, but after restarting the engine last night, I now get this error when trying to refresh the solution, is this odd? It was working prior to this just fine. I should also mention I converted this project from 5.1 to 5.3 but this was done a good few weeks ago and was working just fine up until now.

Running C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/Build.bat  -projectfiles -project="J:/BasementUE5/BasementUE5_5.3/BasementUE5.uproject" -game -rocket -progress -log="J:\BasementUE5\BasementUE5_5.3/Saved/Logs/UnrealVersionSelector-2023.10.27-13.04.33.log"
Using bundled DotNet SDK version: 6.0.302
ERROR: UnrealBuildTool.dll not found in "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll"
``` I can also include the log file its talking about if needed, but it is quite long so I might not be able to post it as a snippet on discord
trim trout
#

This is resolved, had to verify the engine files, very odd how the DLL disappeared

sleek cedar
#

Hello. How do I do this?

wide raven
# sleek cedar

Seconded, you don't want separate streams for different platforms, makes life a lot more difficult

#

We have for example pc + mobile, and we have an editor widget blueprint to toggle modes in editor. Same stream, slightly different build setups

sleek cedar
#

ah yes this is for github. I forgot to tell that

red geyser
#

Hi, is there any decent documentation which will let me manage my perforce server?

#

Just removing previous revisions - or archiving previous revisions should work

peak void
#

Hi, I've been a happy user of PlasticSCM(Unity Version Control now) so far, however today as I tried to log in it didn't allow me to open my repo saying that my organization is disabled. Advised by the prompts I created an organization via Unity Dashboard. However I am not able to add my projects to the organization(hence these are not accesible in PlasticSCM) only I can create new projects. Has anyone experienced the same issue and found a way how to solve it?

pseudo granite
#

my Perforce server is working great, but when I check out a file, it takes a little bit before everyone else sees it as checked out in the content browser.
any way to globaly refresh the editor to check for check outs?

wide raven
# pseudo granite my Perforce server is working great, but when I check out a file, it takes a lit...

I guess you could make an editor widget which would call p4 refresh every so often. Currently I don't really mind, I've just adapted my workflow to be like this : the first thing I do when opening a blueprint, is nudge a node around the area I will be working on, then compile and save. This will force a checkout attempt, and should give an up-to-date warning if the file is checked out - and I don't waste time working until I notice that it is checked out when I try to save later.

hollow sleet
#

doesn't unreal's perforce integration do that automatically?

hollow sleet
tawdry osprey
#

Is there anyone who uses UGS with Unreal Engine source from official Git repo? Do you use native project structure that engine and project uses same stream like what official document explains or modify UGS to use different stream/depot? Is there a way to use UGS but not including Engine source in project stream?

pulsar parcel
tawdry osprey
pulsar parcel
#

We had a clean depot, but integrated that into the project depot to make it a native project

#

Well you kinda can't

#

At that point you're just rebuilding it

tawdry osprey
#

Why? Source code is available and can make changes if needed.

#

Yes I build from source.

pulsar parcel
#

It's way less effort to integrate source into the project depot. But if you want to modify UGS then it's probably going to be a bunch of work and I haven't heard anyone in this channel making such modifications

tawdry osprey
#

Sure. I told you I'm just asking in any case someone does it. Thanks for let me know.

silver token
pseudo granite
#

if I want to take a UASSET file in my project thats in my perforce server and overwirte it with a newer version of the UASSET file, how can I do this properly without messing up oerforce?
(pperforce seems to be weird with trying to overwrite)

any advice / ideas?

silver token
winter parcel
#

hi! after setup a new typemap in Perforce it works for new files.
e.g.
binary+lS2 //....umap
do exactly what is should do - save only 2 latest revision for umap files.
but old umap files on server side still has more revisions then 2.
it there a way exist to ask server update all on its side according new typemap?

eternal mountain
#

I've got a very general question about licensing and official support as well as a more specific problem

we're using a digital ocean droplet (linux, 25GB SSD) to host our perforce server. We have run into a bit of trouble expanding our storage (bought an additional 100gb of HDD storage volume)

the problem is that whatever we do to change the server.depot.root or add a new Map: that point to the new partition, our submits still end up going to the small SSD partition as well.

So we managed to mirror our depot to the new large drive but failed to separate it from the old small drive.

We have contacted official support which helped us a bit initially and asked to run sone commands which also returned that our server was not licensed. They then told us we could not get any further help because of that. From how I understood the initial phone call with their team where I also mentioned that we would be running the free tier of their product they said we should still just message them in case we were running into any problems - what's true here? is the problem with being completely unlicensed (not being registered as free) or not paying?

cyan jay
eternal mountain
cyan jay
#

errrrrr I can't actually find it. did I dream it?

eternal mountain
#

hehe, yeah same! Sadge

stable tendon
stable tendon
eternal mountain
stable tendon
#

Cool! 7 days starts when you email the first time 🙂

eternal mountain
#

alright well technically I sent one email a little while ago but we resolved the issue ourselves in that case and updated you guys before receiving support - I guess that counted? dang 😄

stable tendon
#

Haha, not sure! I do know that even teams less than 5 pay for it because of the support. There's a team of two that pay for licenses just so that they can work w/support as they're mainly artists.

eternal mountain
#

yeah I see. Things have been going super smooth so far, just this one issue is stumping us a bit... We might consider paying then

#

I guess you don't really have a "pay to get support for two days" tier, correct? 😛

#

might be cheaper to just upgrade our SSD storage though since the project is only going for 2-3 months... anyway /stopramble, gonna think about it

winter parcel
little pivot
#

Subject: Integrating Unreal Game Sync (UGS) with CI/CD Pipeline
Hello everyone,

I currently have a CI/CD pipeline set up with automation scripts using RunUAT, Perforce, and Jenkins. I’ve been using the Unreal Engine launcher version to build my projects. I’m considering integrating Unreal Game Sync (UGS) into my pipeline and I’m wondering if anyone has experience with this and can share the potential advantages.

UGS is primarily a graphical tool meant for developers and creatives, so I’m curious about how it could be integrated into a CI/CD pipeline. One idea I had was to use the UGS Precompiled Binaries feature. Essentially, for each build with my CI/CD pipeline, I would push a precompiled version of the binaries. This could potentially save build time for developers and creatives.

However, I understand that these Precompiled Binaries are attached to a specific changeset. If a developer modifies the code, new binaries would need to be generated and pushed. This seems like it could complicate the workflow.

Has anyone had the chance to work with UGS and a CI/CD workflow at the same time? Any insights or advice would be greatly appreciated.

Thank you in advance for your help!

stable tendon
#

Hey @little pivot ! I'm actually talking with Gearbox on an upcoming webinar exactly about this! They use UGS and I'll be going through how they implemented all of what you're asking about :). We don't have the landing page yet, but it's coming soon!

little pivot
cyan jay
stable tendon
#

Noggs nailed it.

And then in the morning, on a schedule, UGS can pull the latest binaries and then artists can start working w/o having to compile.

cyan jay
#

UGS is mainly there to prevent content creators (and anyone who does not compile themselves) from syncing a changelist that they cannot run.

little pivot
stable tendon
wintry lion
#

Ok, I've been through the settings manual twice, how do I get p4d to switch to SSL mode

I've set the p4ssldir
I've setup a cert using p4d -Gc, and a fingerprint with -Gf
I've set ssl=1

I know it'll be something obvious...

if within P4V I specify ssl:host:port it fails, while host:port connects fine.

This is all within localhost

dusty girder
#

Hey does anyone know how to unstage these files

#

so i can add them to my ignore and prevent this from happening again

#

i have

#

i also committed these after deleting a file that was causing issues

#

yeah im trying to fix this without losing the progress locally made

#

uhh how i do that again

#

i know how to work with terminal a bit

#

just 1 yeah

#

alright that uncomitted the commit

#

also is this the right place for my gitignore?

#

since i'll have to add .log files to it and that sg file i suppose?

#

i manually set up the repository within git desktop from another laptop, on this guys account

#

so i made an emptyproject, made him clone it on his device and thats how where we at now

wintry lion
fiery pelican
#

I'm having an issue with submitting changes to my depot in p4v. This is my initial project commit, and when I go to submit it tells me "warning: file not mapped in stream //<folderName>/<fileName> client" for most of my files. Only ones that it took were the ones in the root folder. Anybody have any ideas what to do to fix this?

honest pine
#

hello, anyone have an idea why my unrealengine keeps crashing when i press "sync content"? i am using ue5.3.1 and SVN

somber merlin
#

@dusty girder

#

How do i stage all these files except these 7 for committnig?

#

from within the terminal

pseudo granite
#

Will I have problems with perforce if my version of the project has a plugin installed that others don't?
(Physical Layout Tool)

woven sluice
#

as long as that doesn't serialize anything at all into any game content, it is purely an editor tool, it shouldn't affect anything. you might want to manually add your own local ignore entry to cover the plugin though

somber merlin
#

I have a few questions about git LFS

#

i bascially made a repository, added some stuff about 3 commits until now and now i can't push the current changes because of these 7 files.

i also ignored these warnings cause i couldn't stage files through github desktop so i kinda forced it in the terminal.

#

Im gonna make a new repository and reconfigure GIT LFS on it adding this .gitattributes to it this time, would that fix the issue or not?

#

because im also a little conflicted on what to put in this gitignore or if it would work as it is

somber merlin
#

I think i found out how most of ts works

#

still dont know if the .gitignore actually ignores stuff or if i need to add dstuff myself though

pseudo granite
#

I watched this video to configure perforce https://youtu.be/Hvmvv2MG-UE
It had me setup a ignore file to get started on my project but now I want to create a new depot for a new project.

I was thinking of just making a copy of the ignore file and using it with the new depot, but will I have to redo the ignore commands in windows CMD?

I remember needing to type out a command in windows cmd for the ignore file but will i need to do it again for a new depot?

any advice would be super helpful

foggy niche
#

people working with git lfs lock support... how do you handle merge commits?
force everyone to rebase?
use a server that is not overly paranoid on merge commits for locked files?
🤔

pseudo granite
#

i need a resource that can show how to properly setup a second depot through perforce.
I just created a new depot and the entire system just fell on its face.

errors left and right, this software can not figure its shit out when it comes to new projects

i need help

woven sluice
#

perforce admin... new depot... what happen

#

and the ignore config is 'local' to you/your machine

#

literally all it does it set a windows environment variable, and then read that whenever it does anything anywhere

pseudo granite
# woven sluice perforce admin... new depot... what happen

i created a new depot through the admin
created a main stream

added a workspace to that stream
all seemed to work

but now im having all these errors and they seem to require a solution involving setting workspace view or something

#

perfect service on my first depot
now with the second nothing works

#

@woven sluice ive seen like a 150 replies to the same questions that involve right clocking on my depot and adjusting the view from there.
I cant do that, when i right click, it does nothing

#

also all the icons on the right are blank and cant be selected

#

@woven sluice any ideas?

woven sluice
#

the buttons are normal. those are for classic depots, not streams depots

pseudo granite
#

@woven sluice do you know how to solve files not on client?

woven sluice
#

what do you do to get that error?

pseudo granite
# woven sluice what do you do to get that error?

created a new folder in ue5 called DEBUG, submitted changes, the folder is not in the depot and my team members dont get the file when get from latest
i tried adding it, nothing
i tried deleting it, nothing

so I just removed it with file explorer

i have no idea what is happening in this softwire. Everything is fine and now with a new depot the entire thing is broken.

#

every time I tried interacting with the file, (especially deleting) it would throw that error

woven sluice
#

a new folder?

#

just a folder?

pseudo granite
woven sluice
#

folders don't exist

pseudo granite
woven sluice
#

for real. they're not a trackable thing

#

Don't ping me anymore I guess

pseudo granite
#

it would not be an issue if the documentation is there, if so, one would just man up and read it.
but its no where, theres no where to run when things go wrong

woven sluice
#

I told you the answer

pseudo granite
# woven sluice I told you the answer

?
with folders?

what about this new thing that just happened
I created a BP actor called poop

it saved it in the depot, but when I moved it to a new folder and submitted changes, it now shows a duplicate version.

is this normal?

#

would these be considdered errors?

woven sluice
#

Yes (sorry - yes it is normal)

#

This isn't related to version control

#

The first file is a redirector

#

Within unreal you can right click on any folder and run fix redirects

pseudo granite
# woven sluice Yes (sorry - yes it is normal)

the white one is user 2, black is user 1 (user 1 is super user)

you can see the directories are drastically different.
some folders are not even associated with one workspace (including test2 folder, which is custom made by a user)

any way to work out why there is such a desync?

woven sluice
#

what's inside of test2?

pseudo granite
woven sluice
#

yes

#

there is nothing to track

#

it's a folder

#

it might be of interest to point out that there is an option somewhere (probably listed in p4v settings) to automatically delete folders within the workspace if all of the files within the folder have been removed by a commit

woven sluice
#

can't remember what the default value of it is, but if it's turned off, you can end up with some fun garbage directory structures after long development times

silver token
#

Yeah, it's off by default. And it's an advanced option of the client's workspace (or that's at least one place it is)

sour sun
#

Is there a way to start review between two submited changelist in perforce (helix swarm)?
When I start on one CL and add another, it doens't really work well (non edited files are missing between diffs in helix swarm)

foggy niche
#

Can you tell me how much is perforce charging you? The business model of "you pay as much as you can pay us" seems shady to me 😐

sour sun
#

It's free for up to 5 users, and how much they are charging us (no clue, I don't deal with finances)

foggy niche
#

I got up to 5 users and then they sent me an email saying something like "we pick our rates in a studio per studio basis, how much do you make a year?"

#

which translated to me as "we are going to take as much as we can get from you"

#

and that rubbed me the wrong way

fiery pelican
#

I recently setup Perforce and connected it with UE5. I had another team member push a change up so I could test out getting latest, but when I go to Tools -> Sync Content in UE5, it crashes every time. Has anyone else had this issue or have any ideas on what might be the issue?

woven sluice
#

one day perforce as a company will advance beyond the year 1998 and release a publicly listed two-tier license scheme which includes normal pricing for normal businesses and reduced pricing for indie/low income businesses. one day. but not today. (or even some sort of cheap "full use licenses with no included support" licenses would be awesome for indies)

woven sluice
floral linden
#

I have installed plastic scm server onto my pc and it says it has a 5 day trial. what happens after it expires?

vague whale
#

hello, i wondered if anyone had setup the integration between p4 and slack? we found it better for development than discord

floral linden
#

what im thinking aswell

#

with perforce i couldnt install the server, kept getting errors and dont want to pay for a server. and git is git

wide raven
stable tendon
stable tendon
woven sluice
#

i like paying for stuff when i can/when it helps me. but there's definitely a tipping point where charging for things in certain ways actually reduces a company's total revenue in the long term 😄 classic fairytale story of a king taxing his peasants to their literal death lol

foggy niche
#

"don't you guys have phones?"

mortal galleon
coarse arch
#

My team is encountering this issue. If anyone is able to help answer this question we posted it would be greatly appreciated. Thanks! https://forums.unrealengine.com/t/perforce-issue-with-unknown-files-taking-up-space/1369409?u=tracygames

Epic Developer Community Forums

I have run out of storage on my AWS cloud that is connected to perforce. I am trying to find out what is taking up space since my project is 78GB and is taking up 180GB of space. After obliterating my project entirely on Perforce I am faced with 100GB+ of storage space being consumed with unknown files. The empty depot itself can’t be deleted du...

woven sluice
teal sail
#

Are you sure the extra space isn't revision history? That seems to be what the error message is telling you to clean up

#

can always try to -f it too 🤷‍♂️

woven sluice
#

they did say they obliterated which should destroy all that (assuming you actually meant obliterate when you said obliterate 😄 )... although the error also explicitly calls out archive contents

coarse arch
stable tendon
#

It's pretty typical, most pricing pages have that. Good news though, our new SaaS will have public pricing :).

stable tendon
coarse arch
stable tendon
coarse arch
#

[cloudshell-user@ ~]$ df -h
Filesystem Size Used Avail Use% Mounted on
overlay 16G 3.3G 12G 23% /
tmpfs 64M 0 64M 0% /dev
tmpfs 1.3G 0 1.3G 0% /sys/fs/cgroup
shm 64M 0 64M 0% /dev/shm
/dev/vdf 16G 3.3G 12G 23% /home
/dev/loop0 974M 7.0M 900M 1% /home/cloudshell-user
/dev/vde 20G 633M 19G 4% /aws/mde/mde
[cloudshell-user@ ~]$

stable tendon
#

And see if the depot/archive drive is full... Side note, this does become more of a Perforce support question, as it's not really tied to Unreal Engine. So happy to poke our support team when this comes in.... support@perforce.com.

coarse arch
#

Where is the instance volume located?

pseudo granite
stable tendon
#

/hxdepots /hxmetadata /hxlogs

#

The depots mount would have that data, not sure what you have mapped there.

stable tendon
pseudo granite
#

we might have fixed it, hold on one second

wintry quest
neat grotto
#

I am considering switching one of my clients from GitHub to Perforce, but I can only find online resources for going the other way (from Perforce to Git). I want to bring over all of the commit history from the GitHub repo. What is the best place to start? git p4? Helix4Git?

merry verge
#

I guess if you're starting from a blank slate perforce server the worst that happens is it doesn't work.

#

I will note that you probably don't want a perforce graph depot and can probably ignore anything that mentions it. That's the functionality perforce has to host a git repo inside of a perforce server, but it is heavily limited in how it can interact with normal perforce operations.

neat grotto
#

git p4 is apparently bidirectional, but I can only find examples of it being used to migrate a Perforce depot into a git repo.

neat grotto
merry verge
#

Right, just want to make sure you immediately ignore anything talking about graph depots because they aren't relevant 🙂

neat grotto
#

Appreciated.

merry verge
#

It looks like one of the examples on that page shows how to submit to p4 from git fyi

#

git p4 submit

#

tbh I'd just play with the commands mentioned, the worst that happens is you need to delete the p4 depot and start over or clone the git repo again

neat grotto
#

I think so. It's hard to read that page because there's like no hierarchy or formatting. lol

merry verge
#

yeah it's not great

neat grotto
#

Basically relying on "find on this page". lol

merry verge
#

from the submit command docs - sounds like you need to make a p4 workspace but don't need to have anything in it yet, just set it up and set the P4CLIENT env variable.

neat grotto
#

Sounds easy enough. I'm very familiar with Perforce; just never migrated to it before.

stable tendon
tawdry atlas
#

ey guys, i have my old unreal files on github. I'm downloading it and when i open some of the files the animations, bluepritns etc are empty. I've heard that they can get corrupted 😦 ...

i've already tried several stuff:

copying it into my content folder
copying it within another folder other than content
i can't open the project because it says "source cannot be built"

little pivot
deft inlet
#

hey fellas, i have a perforce project and i would like to ask if anyone knows why my Unreal Engine (5.2) does "reconcile" files form the engine itself instead just from my project folder?! does anyone know why UE does this?

It slows my engine down heavily and makes it very hard to develop on my old potato PC... i am not sure why UE does this or if the engine files even need to be checked for changes since i only have my project uploaded on my perforce repository... so if i could get rid of this concile thing it would help me a lot. does anyone know how?

stable tendon
# little pivot <@921099076932603945> any update regarding the webinar ? is the signing page re...
Perforce Software

Learn how Gearbox has evolved their game development process over time, uses Streams in Helix Core to support hundreds of artists and developers, improved their JetBrains TeamCity build pipeline to build Unreal Engine games, and develops award-winning games.

stable tendon
deft inlet
stable tendon
stable tendon
deft inlet
# stable tendon That depends on how you have your workspace mapped, and where files live.

Well, regarding to the setup of the perforce repository server (e.g. typemap and .ignorefile), i just used this standart tutorial: https://docs.unrealengine.com/5.3/en-US/using-perforce-as-source-control-for-unreal-engine/

So all in all it's just a regular game project i submitted to my perforce server. The Project-Folder and UE installation directory on my PC are separated. Besides that, i do not know what mistake i could have done.

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

stable tendon
#

Gotcha. Check this one out, it might give you a few clues. We've been adding a bunch of videos to help with getting setup!
https://www.youtube.com/watch?v=7PRo8gK6SNM

Learn how to use Perforce Helix Core source control in Unreal Engine 5 with this step-by-step tutorial from Jase Lindgren, Sales Engineer at Perforce. Source control is essential for teams using game engines, and Helix Core is designed to handle the many, large binary files that are involved in using a game engine.

This video covers:
00:00 - In...

▶ Play video
prime beacon
#

Hey guys I have a project set up with github desktop as an environment artist sent me the level and I made a bunch of changes to it. Now I opened the project after a week of being on vacation and all the changes I made to the project are gone including the level

near granite
#

how exactly you host your own Git server with LFS?

teal bone
#

It's on github.

#

He mentioned it earlier.

#

You can upload files without lfs if they aren't too big.

near granite
#

need LFS for that reason alone

#

you run out of file storage quota pretty fast

teal bone
#

Yes. That's probably exactly his problem.

near granite
#

*mine. might need to buy personal VPS for this reason alone

#

but want to have a practice beforehand

teal bone
#

Oh. I thought you were responding to him!

#

Not your own problem lol

#

You can get a free server with azure devops.

near granite
teal bone
#

Yeah, they have a free tier with basically unlimited space.

near granite
#

think you need credit card?

teal bone
#

Shrug never used it.

prime beacon
#

I just want access to the latest changes which I had a week ago

teal bone
#

What I woudl do is commit the changes you have in your main branch and try to push them. Then switch to your testt branch and see if your map comes back.

teal bone
#

When you do what?

prime beacon
teal bone
#

Committing or pushing the commits?

prime beacon
#

Pushing to origin says remote disconnected on writing stage

#

Pushing the changes shows an error too

#

*committing

teal bone
#

And what's the error?

#

If it comes down to it, you can just copy the files you've changed to some outside folder, revert the changes and try to switch.

#

It's only 4 files, right?

prime beacon
#

This is what happens when stashing changes on main

teal bone
#

Copy those files somewhere. I.e. back them up.

#

Then discard changes instead of reverting. Then try to switch branches.

prime beacon
prime beacon
teal bone
#

Just hit discard.

#

It's in that first screenshot.

prime beacon
#

it wont let me delete them nothing happens when i click discard

teal bone
#

Delete the files manually

#

Then discard changes and htey should come back.

#

(in their unaltered versions)

prime beacon
#

these two folders keep re-appearing when deleting

teal bone
#

Reappearing when? Automatically the moment you delete them?

#

Or what prompts them to reappear?

prime beacon
teal bone
#

Instantly?

#

After 3s? a minute?

prime beacon
#

instant

#

it goes away but instantly reappears

#

i clicked discard all changes after deleting them manually but it doesnt do anything

teal bone
#

Did they exist before discarding changes?

prime beacon
teal bone
#

Discard changes will bring them back in their unedited forms.

prime beacon
teal bone
#

If you click discard changes, do they disappear from the change list on the left?

prime beacon
#

i deleted them on the right but now they appear like this on the left again

#

then selecting them all and clicking discard changes makes them appear again

teal bone
#

Yes. See they're marked as deleted now in the change?

prime beacon
teal bone
#

Just discard the changes.

#

All of them.

prime beacon
#

i deleted all of the yellow boxed ones by deleting in file explorer

#

now click discard all changes? it will make them all reappear tho i think

teal bone
#

Don't delete them in explorer.

#

Discard the changes in GHD

prime beacon
teal bone
#

If you select all the files in GHD, right click and discard changes, what happens?

prime beacon
#

clicked discard all changes and look. they appear again

teal bone
#

In GHD. Ignore explorer.

#

Even with those 4 modified files?

prime beacon
#

it went from 5 changes to 3

#

in GHD

teal bone
#

Open the git console and type: git reset --hard HEAD

prime beacon
teal bone
#

Now what does GHD show?

prime beacon
#

2 changed files

teal bone
#

You've got a totally broken git repo.

prime beacon
teal bone
#

...do you have UE open right now?

prime beacon
#

no

teal bone
#

Try rebooting and doing it again?

prime beacon
#

rebooting my pc?

prime beacon
teal bone
#

Nevermind

#

Note in teh second list of commands, a lot of them end with . - don't forget to add it on.

prime beacon
#

did the first group of code on the top answer

teal bone
#

GHD still displaying stuff?

prime beacon
teal bone
#

Try the second list.

prime beacon
#

i highlighted where i typed the code

#

this is what GHD is showing

teal bone
#

Okay, your git is just fucked.

prime beacon
#

but i dont understand why it reverted all the changes i made to my level tho

#

i had it less than a week ago

#

the only thing i did was trying to push the latest changes

#

but it said remote disconnected on the writing stage

teal bone
#

You were messing about with branches, right?

#

Something went wrong.

prime beacon
# teal bone Something went wrong.

i tried switching to testtt branch bc i saw online that it may be my project is too big so i thought a fresh branch with the changes would let me push them

#

i think it switched to that one but failed to push

#

why is this greyed out

#

i even have an exe build of the project too with all the new changes but for some reason the actual project changes are all gone 😦 took me like a week to make so many changes oh my god

teal bone
#

Is it greyed out or is that just a hover highlight?

prime beacon
prime beacon
teal bone
#

Your local source control is just broken.

#

Somehow.

#

It's not related to the github repository, really.

#

It's just you.

#

I don't know what's happened, tbh.

prime beacon
teal bone
#

I mean it's just people who don't know how git works, really.

wide raven
#

Does P4 Helix have a status page? Can't switch connections suddenly... ( couldn't find one on short notice )

Unable to connect to the server xxx with user 'yyy' The DVCS unicode server needs a character set.```
stable tendon
wide raven
lilac lantern
#

Using Jenkins with the P4 Plugin, everytime the action is called the Plugin downloads the latests version then deletes the workspace. Why is this? shoudn't it only pull new versions insead of downloading the whole repo each time?

#

Also-- Is P4 Sync the same as "Get Latest Revision"? I don't want to delete untracked files.

stable tendon
# lilac lantern Also-- Is P4 Sync the same as "Get Latest Revision"? I don't want to delete untr...

The p4 sync command and the term "Get Latest Revision" generally refer to the same operation, which is to update the client workspace with files from the depot. However, "Get Latest Revision" is more commonly seen in P4V, whereas p4 sync is the specific command used in the Perforce Command-Line Client (P4). It shouldn't delete untracked files.

Note: There is an option on "Get Latest..." to clean the directory, as I think that's what you're referencing.

stable tendon
lilac lantern
#

I googled it and searched on this discord, and the array of different causes/solutions don't feel that apply to Jenkins.

#

Jenkins should have Read/Write permissions on the folder. Which is crazy.

stable tendon
#

file(s) not in client view mean that there is a workspace mapping issue. My guess is how the workspace is mapped to the Jenkins drive.

lilac lantern
prime beacon
#

so the repo actually uses git lfs

#

Im using my laptop instead of my pc and i see there is only the main branch. No testtt branch

teal bone
#

Yeah.

#

You set that up repeatedly.

prime beacon
teal bone
#

Shrug

prime beacon
# teal bone _Shrug_

so i made a bunch of changes again to the level starting over, how can i make sure the changes are saved this time?

wide raven
prime beacon
#

i made a backup of the content folder too

wide raven
foggy niche
#

newest git wacky thing:

  • Create a bp
  • git add that bp
  • modify that bp
  • stash the staged changes (the first add but not the change)
  • unstash the git added bp

See the world burn.

I ended up with an lfs pointer of an object that was never commited, so git lfs pull couldn't find it anywhere 👌

If anybody knows how to unfuck an lfs pointer in such state, please report to the local authorities me

fluid cypress
#

Hi, I'm maybe misunderstanding binaries/use with Perforce/Jenkins (we're not using UGS or source engine build). We have Perforce and Jenkins set up to run builds automatically. We also have a single c++ dev on our team, everyone else uses blueprints only.

We've included the binaries folder in Perforce but when getting latest it doesn't pull the binaries folder down. It is not in the ignore file.

When setting up a new workspace we have to do the whole right click .uproject file / generate VS project files.

Did we set this up incorrectly? Can I have jenkins do something with the binaries for us without UGS?

wide raven
# fluid cypress Hi, I'm maybe misunderstanding binaries/use with Perforce/Jenkins (we're not usi...
  1. Binaries: Hmm. Since Binaries are created and/or modified on each build, it seems to me you would need to have Jenkins also push the resulting Binaries to the repo. I personally don't think this sounds like a good pattern : we ignore Binaries.

  2. Setting up a new workspace, yes you have to go through the steps. Is it a showstopper for us? No, it's pretty easy in the end.

  3. Disclaimer, this is just my opinion, not sure what real 'best practices' are. Now I think of it, people have warned me that having everybody have Visual Studio is technically not correct licensing wise, and building the editor off a build machine would be the best way, but I haven't really dug into how exactly that should be setup

#

Regarding Binaries included in Perforce, sanity check

  • Who is pushing updated Binaries? Are you sure that is happening?
fluid cypress
wide raven
fluid cypress
# wide raven Possibly. So * c++ Dev is essentially the Binaries dude -> makes sure the edito...

ok yeah I guess he hasn't been pushing them but even if he does, I'm trying to get latest from the outdated binaries folder that's already there but nothing is updating/p4 says its up to date already.

It looks like our Binaries folder has a Win64 folder in it with 3 files, .target, .dll and .modules. If I force get revision I can get the files and everything is good. If I use my own that get created when doing the generate VS files I have an error from something he added in c++ recently.

my ignore file only has a couple of lines for the Binaries folder to igore things:
*\Binaries*.pdb
\Binaries*-Shipping.

wide raven
#

"Force get revision and everything is good" - that may seem so, but it seems to me something can and will break if they are 3 months old.

"Use my own.. error" - to use your own, you need to be doing the whole show ( at least when c++ changes like new functions etc ) : delete Intermediate, rebuild in IDE, run )

#

If .uproject file changes, you usually need to regen solution as well

#

But at this point maybe I should not say more since I am only really knowledgeable of the 'everybody builds' way of things

fluid cypress
prime beacon
#

my project crashed while i was working on it i think bc my computer couldnt handle all the trees in my level anymore but now every time i try loading the project up, it crashes before even showing the editor. I already deleted saved and intermediate folders

#

here is the crash report:

#

LoginId:9ca2f4c8454e20e619ef799cab5909f4
EpicAccountId:438a6f4bc0dd46d691e962a5d63e063e

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 40] Shader requested a global uniform buffer of type 'SingleLayerWater' at static slot '[Name: DeferredDecals, Slot: 0]', but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

UnrealEditor_RHICore
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

teal bone
#

You definitely shouldn't have deleted your saved folder.

prime beacon
teal bone
#

That's not true.

#

The saved folder is exactly what you could ahve used to get a backup of your files.

prime beacon
#

damm

#

any way to fix it from crashing

prime beacon
teal bone
#

Take your current assets (in your content folder) and copy+paste them somewhere.

prime beacon
#

already done

teal bone
#

Find the ones in the Saved folder (they'll be called YourFilename.saved or something and rename them back to .uasset and copy them over your current assets

#

Process of elimination until you find the problem asset.

prime beacon
teal bone
#

Autosaves...

prime beacon
# teal bone Autosaves...

there is engine and game folders. Going into the game one shows all the folders of things in my project

teal bone
#

Yes. Backup that folder too.

#

Okay, so they aren't called .saved any more.

#

SEems they might have _Autox on them that you need to remove, though.

prime beacon
#

each of these folders have subfolders

teal bone
#

Yes?

prime beacon
#

most of them only containing materials though

prime beacon
# teal bone Yes?

so you are saying change every single one? idk what you are asking me to do

teal bone
#

Yes. Yes I am.

#

It may have multiple backups of the asme file (Auto1, Auto2, etc)

#

Try the latest (the highest number) first.

#

It is going to take a while.

#

Good luck.

prime beacon
#

ok so this was auto 2 that i removed, am i doing it right? I removed the _auto2 just wanna make sure im correctly editing these

#

project crashed again

prime beacon
teal bone
#

I'm sure some of that is true for Saved, but it's also where your autosaves are.

#

And you definitely don't want to delete those.

prime beacon
#

it should have light rays shining through

#

and also be a sunset tone

#

I didn't change all of the autosave asset suffix's, only the highest number so should i change them all? If I do, won't they overwrite since they are the same name other than "Auto_1, auto_2?". I think it has something to do with a water material causing the crash on startup btw

prime beacon
teal bone
#

👍

wide raven
teal bone
#

What are you on about?

#

I'm saying that his autosaves could have fixed his problem, not that "the save folder is the best way to keep backups"

wide raven
# prime beacon this is the forum i saw that said remove the saved folder

This instruction is great for weird build errors. Usually just clearing Intermediate is fine. If there are c++ changes, clearing Binaries is necessary. Saved also seems to have some artefacts from build operations in some cases, but I don't recall exactly. In general Saved folder should not have anything critical. Deleting it should result in the situation where a player would be entering your game for the first time.

wide raven
teal bone
#

Have you seen his attempts at source control?

wide raven
teal bone
#

In either case, "just delete your saved folder because it's all regenerated anyway" is not true at all.

wide raven
#

That's a fact. Intermediate is the usual target for cleaning.

teal bone
woven sluice
#

anyone who recommends deleting the Saved folder is someone you want to be very careful about listening to (as in, they're a newb)

solar jackal
#

Is it risky to do commits / pushes with Unreal open, autosave turned on?

nova spear
#

Ok, so Im trying to do my initital commit but it keeps getting a fatal error 'the remote end hung up unexpectdly". I think I may just have too many uassets. What do i need to do to fix?

wide raven
# solar jackal Is it risky to do commits / pushes with Unreal open, autosave turned on?

While it seems to work, I do recommend closing down to make sure all changes are really saved, nothing forgotten. We have Jenkins set to package a test game on every change ( checking every 5 minutes ) to catch any human errors, and average maybe 1 catch a week. Usually unsaved bps / forgotten c++ headers
For pulls you always need unreal closed, as you have probably noticed.

solar jackal
#

Right... Just had a talk regarding it. So my concern on closing down always beforehand was correct

nova spear
#

so do I have to import every one of my files to lfs that I want to be source controlled? that seems...excessive

teal bone
#

"import" ?

nova spear
#

sorry migrate

#

i've been trying to get my initial push all day, but keep getting an error about it being too big, which means that lfs isn't working properly

teal bone
#

Did you try git lfs track "*.uasset" ?

nova spear
#

*.uasset is in my .gitattributes file, do I still have to do track?

#

i did add my .gitattributes as it says in the directions

teal bone
#

If you don't migrate the files, they won't be tracked by lfs.

nova spear
#

ok so i have to individually migrate every single one?

teal bone
#

Check the migrate command help

#

Maybe there's a -a or something.

nova spear
#

ok, yea good idea.

#

sorry, first time using source control

nova spear
#

lmao well i deleted an entire day of work today in the process of getting this set up.

teal bone
#

If only you'd had source control set up a day earlier!

nova spear
#

ha, right? I still don't really understand how this works and how i'm supposed to track uassets vs cpp/.h files. Can I still do my cpp in LFS?

#

im having trouble finding resources that start at square 0 like i need

teal bone
#

You can do your cpp in lfs, but I'm not sure why you would.

nova spear
#

well i deleted all my work AND i cant get anything to upload to my repo anyway😄

teal bone
#

Always back up before fucking with stuff 😛

nova spear
#

yea fr. I feel too dumb to get this shit up and running

nova spear
teal bone
#

Something like that.

queen flume
#

As a solo dev do I need to have the Binaries folder in my source control? The official docs show it as optional but aren't clear to me about when you should or shouldn't

wide raven
queen flume
#

(I'm getting ahead of myself though, I doubt I have any of those)

teal sail
#

third party binaries shouldn't change that frequently (or at all) so not really any issue with checking them in, and keeps your dependencies unified.

queen flume
#

so you do check in your Binaries folder?

teal sail
#

no, lower case binaries

#

As in .dll, .so, .lib etc.

#

if you are linking in a third party library

queen flume
#

Got it, that makes perfect sense

#

I'm still early enough though that I don't have a good sense of what that minimum set is, or where those files live, so I appreciate you all taking the time to help me out

#

Does it give you a .p4ignore/can those be used interchangeably?

#

sure, makes sense. The p4ignore examples I've found online are pretty simple in comparison, so I feel fine sticking with those. Project is still early on anyways

#

One final question as I finish setting up my source control:

#

When I move the contents of the project folder to my perforce workspace (followed by adding them to the p4 server, submitting, telling UE to connect to the workspace), the engine will be able to follow those files being moved like that with no problem?

wide raven
queen flume
#

Okay great, I was worried there'd be some config or something that hardcoded a path, but obviously not

#

I got source control set up without a hitch, thank you so much for your help!

karmic citrus
#

So... I'm stuck. I'm using Plastic/Gluon and I have a dev on my team who pushed a bunch of changes that we no longer want. I've made changes locally on my end and I need to basically just toss out everything he's pushed. We typically use Gluon for the convenience of being able to push before pulling and we use exclusive checkout, so now I can't switch back to the Unity VCS full mode without pulling.

Anyone know how I can just simply dump all the incoming changes in Gluon?

pulsar parcel
#

Plastic continuing to be the worst doesn't surprise me

thorn halo
#

Anyone know a good cloud storage space that works with perforce? I've been using JetBrains spaces, but a " git" repo just isn't that great for assets and such. I looked into AWS and Azure but I won't lie. The pricing is confusing.

stable tendon
#

Hey @thorn halo, couple questions. How much data do you have? Do you need it to be on the cloud? Are you a startup (that might help w/credits).

Side note, I usually like to recommend 2.5x the data you might need to store. So if the UE project is 100GB, I'd recommend 250GB.

#

We also have options for Google Cloud and Digital Ocean 🙂

thorn halo
# stable tendon Hey <@83236899870736384>, couple questions. How much data do you have? Do you ne...

Did not expect to get an answer from someone with a "@perforce" name. :D.

I'm working on my own personal project on the side still. Once I get further and have data from a prototype I will need more space. So right now I don't even need that amount of space. I need more like 15 to 20 gig. That will obviously grow once I moving from prototype to pre production and the to production (here I expect to need more like 150 gig). But that like I said is further in the future

I'm not a startup but a solo dev, and the reason I want it in the cloud is that I don't trust myself with proper backups and such if I only have it offline.

I'm a level designer by trade but this is the first personal project that I actually plan on releasing as the prototype is so far well received.

stable tendon
#

Haha, I'm the Gaming and M&E Evangelist, I also helped out w/creating these offerings!

Your best bet would be to use a DO droplet! The small ($5 or $10 /month) instance size is perfect for you. I'd suggest getting a 128GB drive, and make sure to enable backups.

It's the best for personal/small projects (until the SaaS comes out 😉 ).

Check it out here and rock on 🤘
https://marketplace.digitalocean.com/apps/perforce-helix-core?refcode=90e2df25d996&action=deploy

#

(PS. Use a NVMe SSD!)

teal bone
#

M&E?

#

I am just unable to hit 'accept merged' and must always open the merge tool.

stable tendon
#

(Media and Entertainment... aka movies/tv/etc.) 🙂

teal bone
#

Ah.

stable tendon
#

Unreal Engine is used all over broadcast/virtual production/commercials/vfx/animation/etc.

teal bone
#

Yeh. I work in virtual production myself 😛

queen flume
# stable tendon Haha, I'm the Gaming and M&E Evangelist, I also helped out w/creating these offe...

Just perusing the DO droplet offering page (https://www.digitalocean.com/pricing/droplets#basic-droplets) it seems like 160 GiB SSD storage (which was the closest I saw to 128GB) runs you $48/month. Is there a cheaper option? Am I even looking in the right place lol?

stable tendon
#

Messing around... looks like you can do it all for $28/mo (150GB), or bump down the instance to get $17/mo for 125GB.

queen flume
#

Ah got it, didn't make it to that page. Thank you

stable tendon
#

np!

near granite
#

I got a question what ExternalActors stuffs do? Do I really need them for Source Control?

#

they look very heavy

teal bone
#

All the actors in your level,

#

You want those, I assume.

near granite
#

whats with all those KB worth of data when its just basic object info+position to place?

teal bone
#

Shrug

#

Maybe it's a little more than you think.

near granite
#

man I really hate UE for these BS

teal bone
#

You could turn it off and have your levels all increase in size instead.

young meadow
#

Hey so after implementing point lights into my level, it seems like it corrupts my save every time I try and submit my packaged build to the depot. It didn't like my point lights being in my level, but worked perfectly fine when I took them out. Here's a picture for reference

#

Any idea what might be causing this even though my build packages perfectly fine without issue?

pulsar parcel
#

why are you uploading packaged builds to source control

#

and that's nothing to do with point lights

young meadow
young meadow
pulsar parcel
#

well PDBs are symbols for the executable

#

dunno why a class would be teaching you that

young meadow
#

i think it's for ease of grading purposes, but i digress

pulsar parcel
#

and PDBs aren't critical to run the packaged build

young meadow
#

oh it's not?

pulsar parcel
#

no?

young meadow
#

is it because that's a dev thing, less of a player thing?

#

since it's essentially debugger info?

pulsar parcel
#

well yes, it's debug symbols. you typically don't distribute those to players anyway

young meadow
#

for my specific case since im in a class, is that important for the grader at all? i'd assume no if they're just grading the level itself right?

pulsar parcel
#

no

young meadow
#

but why would the .pdb have prevented me from submitting something to the depot? that's what im still curious about

pulsar parcel
#

but I have my doubts about this class if the best way of submitting a build was misusing source control

#

just untick it in the p4 submit window?

young meadow
#

because other people would be playing the build as well

#

not just the professor but the students as well

#

normally, im fine with just packaging, zipping the folder, and being done with it as a grade. not sure why they decided to implement source control to do the exact same thing, but yeah

pulsar parcel
#

source control is for the project rather than build products. I'm not sure why that couldn't be dumping the zip on a cloud or network drive

young meadow
#

that's what im confused about. that was my first thought

#

i think it's because they plan to put people into a group and combine levels, which would then make a project to submit changes to

#

but why would the .pdb have given me an error like that? it's a new error for me and i haven't seen it before

pulsar parcel
#

PDB files tend to be very large, so that could even be due to networking conditions

young meadow
#

oh like server side stuff?

#

like a bunch of people trying to work on the server at the same time kind of stuff?*

pulsar parcel
#

well literally anything between your computer and the server

young meadow
#

hmm okay, i think my wifi is a problem as well

#

for some strange reason, going on ethernet solved all of my upload problems

pulsar parcel
#

that sounds like the wifi experience

paper hound
#

hi there i need to switch pc and get my UE5 projects from one to the other.. what's the best way ? my new pc has not arrived yet but i need to let go of the one i have now.. no pc is going to be hard. but how can i make it sure i don't loose my projects? thanks a lot

#

I dont need collaboration or anything

pulsar parcel
#

well you still setup source control the same way

wide raven
paper hound
#

ok thank you so much ! i'll copy them on several different drives so if anything happens i'll be good that'll be easier than source control i guess

#

and especially that they are pretty big projects

pulsar parcel
#

uh... you should still setup source control

wide raven
#

Source Control is still absolutely the way to go for any project, I can't recommend it highly enough

pulsar parcel
#

redundant copies are good, sure. but source control also has revision history

paper hound
#

you are right i'll do that as well

hollow sleet
#

hey, we enabled external actors on a level in our project, and most of the time modifying actors in the scene checks them out individually, but every once in a while something makes the level itself check out
are there level editing operations that force a checkout of the level itself?

#

this isn't a world partition level btw, just external actors

merry verge
#

iirc you're correct, modifying the world settings and some other "built-in" things modify the base umap

#

some things that affect the _BuiltData file (which includes navigation and lighting info) may also try to modify the umap, not entirely sure

stable tendon
pulsar parcel
#

I used a version of this a year or so back, it worked pretty well with some modifications to set names and times on CLs

#

I think the Go rewrite can do complex branch handling too

neat grotto
teal bone
#

One file per actor. OFPA.

pulsar parcel
#

just trade the workflow improvements out because a lot of small files is scarier than one big file

teal bone
#

You've got me sold! 👍

woven sluice
#

<@&213101288538374145> ^ Google translate, search messages by user

keen willow
#

Done

woven sluice
#

Weird troll lol

wide raven
#

It was a polite Bulgarian greeting or something, but out of context so...

thorn halo
#

Anyone know which type of services I need to use if I want to use Amazon with perforce? If it standard S3? Because it seems quite easy and cheap for my use case but I have a hard time believing the pricing.

merry verge
#

Perforce cannot be hosted on S3 alone. You could use S3 for storage in theory, but you still need an actual VM to run the server on.

thorn halo
#

Please pretend I'm a three year old for this. I'm not technical at all when it comes to setting this up.

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That is what I also needed to know. 🙂

#

I'm trying to figure what the setup would involved and what I need to make it work to figure out the pricing. Im a designer and I really don't understand this stuff but I'm starting to need backups and version control and the ten gigs I got from JetBrains isn't covering it anymore. 😦

#

I got a tip about digital ocean but comparing them it looks like Amazon is cheaper?

stable tendon
#

There are options for every price point. How much are you willing to pay per month?

thorn halo
#

Well with the current inflation as little as I can. 😦 But I badly need this as my project is getting closer and closer to go into development. I already have a prototype that has gone through some iterations and is getting quite good.

#

So ideally I can't start small and then expand as I need. 🙂

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*can

stable tendon
#

(those are per month)

#

Looks like Assembla bumped to $52/mo

thorn halo
#

Hmm. I must be selecting something wrong on DO. Since I get it more around 45

#

And thank you again!

neat grotto
thorn halo
#

Really? @late thicket that sounds really interesting! WIll look into that.

#

Thank you for the tipös!

#

I don't seem to find it, which one of all the pins? (I see quite a few but nothing about Azure)

#

That one?

thorn halo
#

Yeah, I usually use Git Extensions since I think that is just a faster UI. 😄

#

(I'm currently using a GIT setup on JetBrains Spaces, but it's only 10gig, and I'm running out of that space)

thorn halo
#

Thanks again for the tip @late thicket ! I've got it setup and works flawlessly so far. 🙂

near granite
#

anyone got experience with VMware

#

and also VPS?

#

what's the best way to transfer whole VM to my VPS server?

#

i wanna do a test run of Ubuntu in VM first

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then to VPS

near granite
#

ovf?

#

what to do exactly with VMWare to ovf file? I'm new to VPS hosting stuffs

fossil idol
#

Did anyone use git with lfs for development? I'm thinking about setting it up for a team of 5-10 people to try. The cost's look quite bad but I guess it should be possible to self host the repo and skip the provider costs, is there anyone who tried it/is using it and can say if it's worth the effort?

long hull
#

I think LFS has uses beyond file locking. Not having to download the whole history seems like a good one. I should read full messages before posting

fossil idol
#

So for self hosting there are no blocks for commiting blobs?

#

just git+partial clones could potentially achieve the speed simillar to svn/p4v?

#

that's reassuring bc i've learned to hate both

near granite
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im trying to make a custom git server on VM as a test run

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if that works all well then gonna buy a VPS

quaint obsidian
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LFS is still required for transferring large files

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the packing algorithm used in Git often fails on large files, it has nothing to do with history or partial clones

#

it might not come up in uassets though, those are not large enough

#

but if you have editor binaries or built data in tree, you will need LFS for those

#

or if you have large uassets for texture data or something

pulsar parcel
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Also the cost for LFS is only bad if you look at GitHub

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Microsoft's other offering, ADO repos, doesn't have any storage or bandwidth limits, or data packs to buy

nova spear
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whelp somehow my attempt to set up SC was what corrupted and broke my project. So that's cool.

teal bone
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Always back things up.

nova spear
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thankfully i have my UE5.1 files with only a few days of lost work, but jfc. I never want to touch git LFS again

teal bone
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Lol

nova spear
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so after git lfs pull, it works now? wtf...i am clearly not qualified to be doing this

near granite
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i havent seen much articles about transferring VM to VPS

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do I really need to redo all steps?

tulip ridge
#

Actually struggling with perforce. I come from git and linux, so mostly command line stuff, and I can't wrap my head around how to use perforce lol. Even though it's supposed to be simpler

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I added a workspace, the root of the workspace is my unreal project. Then in the UE editor I'm adding this workspace for version control - all seems fine until here

#

Then, all the files in my project turn read only - as I understand it's a feature, all good still

#

I open vs code, but it doesn't recognize that I'm using version control: first confusion comes here: with git, any folder that has .git automatically detects that there's version control here, but with perforce, even though I set the workspace on my project from the UE editor, Visual Studio doesn't "see" it. Confused about what exactly the editor did, then

#

So, I manually add the version control in Visual Studio too, with the p4 plugin. I add the workspace etc. Then suddently VS prompts me that some obscure file is read only, so I should make it writable "EpicGame.mongodb.csproj". I click "yes", and from there, my IDE crashes (infinite wait, not responding) (edit: if I press "no" too it crashes anyways)

#

So I'm genuinely confused about how to use perforce, with UE editor, and VSCode

#

So some questions:

  • should I not care about setting perforce from VS ? Having it in the UE editor is enough ?
  • how can I edit a file ? I heard I gotta "checkout" the file, but from where ? how ?
    Is it viable to use p4 from the command line ? I genuinely think it would be more clear to me
#

Welp nevermind, it seems that I managed to open to connection without crashing. I think the UI of VS was very confusing

woven sluice
# tulip ridge Welp nevermind, it seems that I managed to open to connection without crashing. ...
  1. VS Code is a bad choice (but this is a topic for #cpp and not immediately relevant for here)
  2. UE editor and your code text editor aren't related to each other in any way - setting some version control settings in UE isn't going to affect your text editor's settings or vice versa. you do the right thing by setting it up separately in each program
  3. you most certainly can use p4 from the command line, though I would bet it's something that less than 5% of its regular users prefer over using P4V and plugins for specific programs
tulip ridge
wide raven
tulip ridge
#

So, checkout is just taking the file so that I can modify it, as I understand. But then how to actually "commit" it into the history, as one would do with git ?

wide raven
rapid sail
narrow depot
#

hey guys

#

is there a proper way to use github? I lose assets all the time

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theres always something wrong

#

nvrmind ll just switch to perforce

narrow depot
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anyone know how to fix perforce?

narrow depot
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the helix core service wont run

pulsar parcel
foggy niche
#

Yeeeaaaah!!!
That's amazing

foggy niche
teal bone
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"how to fix perforce"

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A complete rewrite? 😄

narrow depot
narrow depot
foggy niche
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What's your setup git only? Git LFS? Locking? Do you have the borealis plugin?

teal bone
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Sounds more like an unreal problem, rather than source control.

#

SC doesn't just delete or reset your files unless you tell it to.

foggy niche
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I've seen people panic on merge commits + lfs locks and discard changes

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99% human error, 1% using GitHub desktop (which might also count as human error)

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Tried perforce to fix the human error... Didn't work.
Back to git and got a whip sweeney_activate

teal bone
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GHD doesn't actually do anything wrong. It isn't buggy. The UI is, apparently, just confusing.

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It's 100% human error.

narrow depot
#

hmmm I see

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Ill give it another go then

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my setup is git lfs

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and yes I have the borealis plugin as well

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I think my problem is I didnt set up gitignore properly at first

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also, another problem was the .gitignore excluded some files , which alsv4 refactored needs as its precompiled or something

#

so i had to change gitignore a couple times

foggy niche
foggy niche
woven sluice
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your very first .gitignore looks, at a fleeting glance, to be correct - why did you go against it?

#

(or maybe your first .gitignore commit was too late, i didn't look at the timeline of everything you've done)

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not sure why i liked the word crapload so much there

narrow depot
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mainly because als refactored is a third party plugin that needs the build.ico

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also, how would I go about resetting the repo?

#

like grab all the files into a new repo correct?

woven sluice
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i suck at git so i don't know any clever tricks there

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i think your first ignore version didn't ignore build icon files tho? edboy !Build/**/*.ico

narrow depot
#

oh

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Im making another one either way ig lol

#

also

#

how do I initialize git lfs for this as well?

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for the new repo that is

woven sluice
#

Someone else will have to chime in to help you but I will say, if you're solo or very small team you might want to switch to azure devops so you don't have to pay a bunch

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For LFS

narrow depot
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nah i dont have too many large files

foggy niche
narrow depot
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I mean the gitignore will work for normal unreal stuff

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but it wasnt working for precompiled plugins

woven sluice
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als refactored isn't a precompiled plugin

foggy niche
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I mean, by ignoring binaries you are forced to compile again

narrow depot
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like the reallusion one

foggy niche
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If you are working solo, you can keep the plugins in the engine

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I.e. installed from the launcher on each computer

narrow depot
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it was third party hence not on the lanucher afaik