#source-control

1 messages Β· Page 14 of 1

foggy niche
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Then you either need to find a way to distribute the binaries or you install visual studio on each machine πŸ˜›

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"find a way to distribute the compiled binaries" is the tool I am working on. Right now you could try to zip the binaries and explain the team how to put them in place

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Or just install all the build tools (most likely visual studio) and unreal will build what it needs

narrow depot
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I see

foggy niche
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(or throw a cryptic error)

narrow depot
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also, when you install the git lfs refactored plugin, do you get this?

foggy niche
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Uhm... That doesn't look right

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What version are you using and where did you put the folder you downloaded? πŸ€”

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(just in case the universe is hearing, my tool will also check the git plugin version and offer you to update it)

narrow depot
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Ill check in a moment, do you have a link to your tool?

foggy niche
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It's still in the works πŸ₯²
It will be out soon :TM:

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Meanwhile, PBSync by project borealis does pretty much everything

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But without a UI

narrow depot
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oh, well it sounds awesome tbh

foggy niche
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If you follow their way of handling a repo (you have an example in PBCore), PBSync works wonders

narrow depot
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yeah im following there instructions rn

foggy niche
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I needed a more flexible tool, that's why I am making my ugs:g πŸ˜…

narrow depot
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fair enough lol

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also

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how do you install to engine/plugins for the gls plugin?

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like does it mean in the epic games folder?

foggy niche
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If you want to install the plugin in engine, it means wherever you installed your Unreal

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I have an extra drive, my UE path is M:/UE5_3

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If you install the plugin in the project, the project always trumps the engine plugins, so you don't need to disable the old git plugin

narrow depot
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I see, it makes sense now , thx!

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proof of it working

foggy niche
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Probably your git-lfs username is amirace (your GitHub username)
Try this by locking a file, and refreshing the status of the file.
If it has a red checkmark saying "you checked out the file" then your name is correct.
Otherwise it will show a red arrow icon and tell you "this file is checked out by usernamehere"
Check that your username is correct by trying that

narrow depot
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hmmm alr

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like this?

foggy niche
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Now ask, lfs locks

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It will list the username that locked that file

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That's the name to put in the git-lfs window plugin

narrow depot
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so its aamir?

foggy niche
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No, no filename

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Just git lfs locks

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It should list all the locked files

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Huh πŸ€”

narrow depot
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oh wait

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i unlocked it

foggy niche
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That's your lfs username

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AmirAce

narrow depot
foggy niche
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Yeep

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Now remember
Check out == lock file
Check in == unlock file

narrow depot
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can I do so with github desktop?

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also I appreciate all the help man!

foggy niche
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I would strongly advice against GitHub desktop πŸ˜…πŸ˜…πŸ˜…

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"Fork" is the name of a really good git UI

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It's more sofisticated than Githyb desktop

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If you want something simpler, try GitFiend

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The main advantage is that these tools tell you what they are doing so you can kinda understand what's going on, GitHub desktop doesn't tell you anything 😬

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(also, I think only fork has support for LFS locks)

narrow depot
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oh I see

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thats ultra helpfull

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btw git bash says amir is my username

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but I put in amirace for unreal engine

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is that a issue?

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oh i think i just got my answer

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git and git lfs usernames differ

foggy niche
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Git LFS username is set by your git provider (GitHub)

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Unreal needs it to know which file are supposed to be yours (checked out by you)

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If your lfs username in unreal doesn't match, unreal will tell you that the files you checked out are checked out by somebody else

narrow depot
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ah ok

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so it should be alr then

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I appreciate the effort you took to help a complete stranger btw, it shows how good of a person you are 😁 @foggy niche

foggy niche
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Thanks ❀️
If you are willing to learn, you will find a lot of helpful people around here 🦾

mighty light
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so im experimenting with git + lfs in a side project and im a bit confused about how its supposed to work. i grabbed a .gitattributes file off the internet and its working fine except i get asked to checkout binaries but i cant, the button is always greyed out. i end up just making it writable but it doesnt go back to readonly after committing. my understanding is that git doesnt care about lockable files but im curious if this is a common/expected issue

foggy niche
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You need the project borealis git plugin

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Not the rombauts

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@mighty light that's the first step

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After that, it could be that you have the wrong LFS name set

mighty light
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im not using any plugins at the moment, just whatever is supported by ue5 by default

mighty light
foggy niche
foggy niche
# narrow depot

After that, this would be the popup that asks you for your lfs username

narrow depot
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say, is fork like, free? because in the policy it says you have to pay for long term use, but doenst specify what it means by long term

teal bone
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Context...

teal bone
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Oh. Fork the client, not creating a fork.

wide raven
foggy niche
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fork is not free, but has a winrar-like free trial πŸ€·β€β™€οΈ
all features, free forever, pls pay one day

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it doesn't get "used up"

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and for what i've experienced, they don't even nag you πŸ‘€

narrow depot
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can someone help me with git ... again

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Im having trouble trying to publish a repo

pseudo granite
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I just clicked in P4V (what im almost positive was) get from latest.
and It started downloading / uploading files but the amount of files it displayed as managing no joke was literally like 450,000 files which is absolutely ridiculous. That was the first red flag.
then P4V closed and isn't connecting again.

I rebooted the desktop server running P4D and it didn't help

anyone know what is going on?

narrow depot
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idk why but I keep messing it up

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so lets say I used up git lfs cuz i dont know shit about it

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and now I cant pull from my repo from another pc because it says buy more data

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how can I fix this ?

woven sluice
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@narrow depot MichaelAwkward

narrow depot
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yeah I was in the middle of trying that out lol

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but then realised its not that good with fork

woven sluice
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how do you figure?

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i am unfamiliar with both (lol) but that doesn't seem like it would make sense

narrow depot
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I read a post from forkdev saying that the azure api is not good and they didnt want to implement it basically

woven sluice
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well... i guess then, if you're deadset on making sure you can use some specific, probably unnecessary, features through your specific choice of git UI, start paying github

narrow depot
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im not dedset lol just desparate for a solution, i might switch to azure ... but then that would mean setting up everything again

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might as well give it a try ig

woven sluice
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the more you do it the easier it will become HideThePain

narrow depot
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lol

narrow depot
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and how did you manage it?

woven sluice
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sorry i've never used azure, i just know it's popular

narrow depot
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..

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anyways got it working

near granite
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anyone got idea about setting up https?

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for gitea/perforce?

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mainly gitea

foggy niche
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How would you explain in layman terms the difference between time traveling in git:

  • git checkout <sha>
  • git reset --hard <sha>

With checkout you get a deatached head, you are in a "kinda read only mode" and with reset you jump back in time, and can try to make changes to then merge πŸ€”
(I know you can make a branch from the deatached head, and commit there, and stuff. I am trying to make it simple for non git users πŸ€” )

My current idea: "Flashback mode" vs "Time travel"? πŸ€”

long hull
# foggy niche How would you explain in layman terms the difference between time traveling in g...

The checkout allows for unstaged changes to stay there if there's no conflict, but the reset will wipe those away.

If I had to explain "time traveling" to someone, I'd just pick one and not mention the other (or mention them as alternative, without going deeper). Because as with everything in git, there's probably ten different ways of doing it, but you don't need to know about every subtlety between those to get the idea of what you might want to accomplish.

foggy niche
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yep, my UI will only allow you to reset--hard once you commited and pushed all your changes πŸ€·β€β™€οΈ

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Deatached head is a mess waiting to happen πŸ˜›

teal nebula
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For a solo-maybe 2 people- lightweight project, is it viable to use Git/Github?

teal bone
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It's always viable to use git.

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You will just need a lfs host - for small groups, azure devops have a free setup with basically infinite space, I believe.

teal nebula
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so, its not just like any other project where you just, basically create repo and push

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I thought LFS was a setting, never heard of needing a host

teal bone
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LFS is like an addon for putting large files in a different place (plus some other bits)

little pivot
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Topic: Unreal Game Sync (UGS) Versioning
I was wondering if we need to build a new version of Unreal Game Sync (binaries + installer) for each Unreal version we use. For example, if we have Project A using Unreal 5.3.1 and Project B using Unreal 5.2.1, should we have two different UGS versions? Or can we use the 5.3.1 version for both projects?

teal bone
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I imagine 5.3 ugs will work for both. You can definitely add both engines/projects to it and handle them separately within the same instance.

little pivot
foggy niche
narrow depot
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what is UGS?

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also, finalized git lfs removal

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so when I say git lfs ls-files it returns nothing πŸ˜„

foggy niche
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Unreal Game Sync. Epic's tool for easy handling of unreal engine projects in perforce
UGS:G is my Unreal Game Sync: Git, kinda the same thing but for git projects πŸ˜›

little pivot
# narrow depot what is UGS?

Unreal Game Sync (UGS) is primarily a graphical front-end tool for syncing Unreal Engine projects from Perforce. It provides several advantages over storing your full project in Perforce and having developers clone the full depot:

  1. Efficient Syncing: UGS syncs only the necessary files for each developer’s workspace, reducing the amount of data that needs to be transferred and stored locally.
  2. Conflict Resolution: UGS helps in resolving merge conflicts, which can be a common issue when multiple people are working on the same project.
  3. Version Control: UGS updates version files, ensuring that everyone is working on the most recent version of the project.
  4. Build and Run Projects: UGS can optionally build Unreal Engine 4 projects using Microsoft’s Visual Studio Compiler and run the Unreal project.
  5. Sync to Changelist: Developers can sync to a changelist (CL) as soon as it’s submitted, enabling them to locally compile the source code matching the CL.
    https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DeployingTheEngine/UnrealGameSync/

An overview of UnrealGameSync (UGS), an internal tool used by developers to sync their Workspace with a project's stream.

foggy niche
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The nicest feature of UGS is distributing binaries.
This means artists don't need visual studio installed to run the latest changes

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I think it also has some features to handle Engine versioning and binaries πŸ€”

teal nebula
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Is Perforce free tier truly free or is there some gotcha

foggy niche
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perforce is free up to... some amount of users, I think 5
After that, nobody knows how much it costs πŸ˜›

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(you have to pay your own hosting)

teal nebula
foggy niche
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the tool perforce (or what they call now "Helix Core") is software. You need to host it on a server (or your own computer, but that would make it local only for that computer πŸ˜› )

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perforce (the company) maybe runs a paid service where they host it for you? πŸ€”
lemme check

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but as everything with perforce, the price is as much as they can milk you for unknown

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you need to email them, and you negotiate your own price

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(full disclosure: I do not like perforce)

teal nebula
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well, for now I guess I will just do primitives weekly backups then.

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until I reach a point it makes sense to start doing proper versioning.

foggy niche
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where do you do your primitive backups? πŸ€”

teal nebula
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copy/zip -> email/usb stick/etc

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this in case my SSD implodes

foggy niche
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then yeeep πŸ˜…

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if you make it on the same computer but another drive, you can run perforce server locally and store the data on that other drive πŸ€”

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or if you have a NAS (network attached storage) you can try to run it there

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but that works locally only πŸ˜›

teal nebula
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non of that.

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Im not sharing this code with anyone and having versioning is not vital so far.

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so since it seems it could take some investagation to do this correctly I pass for now.

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I thought it was just 5 minutes Github clicks to make it work

foggy niche
teal nebula
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I wonder if there is a middle ground where I could just use Git for the code.

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I dont see why LFS is neded at least for me, Im not gonna have anything huge going on

narrow depot
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and if you want to make your life easier use gitkraken with it

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oh wait i misread mb

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wdym use git for the code?

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like not assets?

foggy niche
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Use azure

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You can skip lfs

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Just push your uasset with the regular git

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Azure doesn't have a size limit

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And git binary handling doesn't suck anymore

woven sluice
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The only excuse that exists to not use version control is not knowing how to use version control... And that's a horrible excuse

narrow depot
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...and im back with another problem

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for some reason one of my blueprints fails to save

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and when I refresh it defaults to what it was before i edited it

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....and now its working again

ivory quest
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Ok so I am doing a bit of tidying up of my perforce, just checking its doing what it's meant to be doing etc, and I noticed that my submissions have a bunch of errors. 70 in total. But they aren't files that are broken... they are files that I have either deleted or moved a while ago.

The new versions of them in the correct locations seem to be getting saved properly, but perforce is seeing a folder has been deleted and... isn't updating that the folder shouldn't be there anymore (?)

How do I tell perforce to do a full .... update or whatever, that syncs the current folder structure as being the fully correct one? I dont need or want perforce constantly trying to version save folders that I don't even have anymore lol

teal bone
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Reconcile offline work. Submit them as deleted?

ivory quest
teal bone
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Right click on a parent folder that still exists -> reconcile offline work

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It will give you the option to create a new cl listing those files as deleted.

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Unless they're already in a cl somewhere.

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(a non-shelf-only cl)

ivory quest
ivory quest
teal bone
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Do the files actually exist on your disk?

ivory quest
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nope

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well yes

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in a totally different folder now

teal bone
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It's a yes/no question, not yes and no

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lol

ivory quest
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they exist, but they don't exist where perforce thinks they do

teal bone
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Are the files in that cl listed as added rather then modified ?

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(the erroring ones)

ivory quest
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which means from a directory standpoint, "they" don't exist, but an identical file does exist elsewhere lol

teal bone
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p4 doesn't know that.

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Nor can it intuit what you do with your files.

ivory quest
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though I deleted/moved these files a while ago, so I assume they've been moving from changelist to changelist for the last week or so

teal bone
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Select the erroring files and revert them.

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Then add them again from their correct location

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Unless they're already in another CL...

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Either way, you've been doing it pretty wrong.

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If you want to move files already in a CL, you need to move them using p4, not explorer.

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That may or may not work from within UE, I've never tried,

ivory quest
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These were all moved within-engine

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or deleted

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none were done with explorer

teal bone
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Then you don't have source control setup correctly in UE

ivory quest
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very possible

ivory quest
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at least as far as I can tell

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No errors for files that are actually there, that is. And I've moved a bunch of other files that seem to be working fine. It's just these specific 70~ that perforce has lost track of

teal bone
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Then you'll just have to fix them manually.

woven sluice
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hello, i have come here for refuge from the heretics in #hardware

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might be easier to understand what is going wrong if you shared actual changelist + submit errors side-by-side

mighty light
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what kind of diff is this? im using git with lfs and the file is a uasset

teal bone
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That's the hash of the binary file, I expect.

mighty light
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interesting

ivory quest
teal bone
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Revert will, if the files actually existed, delete them.

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But since they didn't, it just removed them from the cl.

ivory quest
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revert always deletes files? I thought it would... revert them to a previous version/state

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Pardon me for being new

woven sluice
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Yeah it removes it from the change list and typically optionally can undo whatever the pending action of the changelist was

teal bone
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If they were marked as modified, it would restore the previosu version.

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If they were marked as deleted, it would restore them.

ivory quest
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ahh gotcha

foggy niche
mighty light
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does it mean the file has changed or something? can i ignore it or do i submit it?

foggy niche
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It means two people modified the same file

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Hence, the conflict

mighty light
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ok but im the only person on the project lmao

teal bone
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You may not have gotten the latest before cahnging it.

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Maybe you merged some branches or something.

mighty light
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nope definitely didnt as i dont have any branches and the only changes that have been made are on my pc

low gust
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hello

I am having some strange issue with the game icon, it says it can be marked for add.. amnd it is reseting every time I re-open the project. any information on how to solve this problem?

fossil idol
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Anyone used a self-hosted git server and can make some recommenations? I'm looking at gitea rn and it looks fine, what are your experiences with self-hosting?

foggy niche
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Most interested in which hosting service and the pricing on the throughput πŸ€”

fossil idol
foggy niche
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I know that, I meant about the server throughtput pricing πŸ˜…

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servers usually charge you by TB transfered

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(unless you are hosting it in your own closet, in which case nevermind πŸ˜… )

fossil idol
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Yup, I will be using my own closet πŸ˜„

teal bone
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I've heard good things about gitea... But it's been a while.

foggy niche
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for what I've heard, it has similar features as gitlab community edition, but it's more lightweight

near granite
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im using gitea

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and getting smudge error in LFS

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anyone ever faced that?

foggy niche
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what happens if you do git fetch --all ? πŸ€”

near granite
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got no idea why that's happening

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weakened security and everything

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happening each time

foggy niche
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it's not a security thing, its literally saying "I don't have the file" its a 404

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for some reason that file is not on the lfs server πŸ€·β€β™€οΈ

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are all git lfs transaction giving you errors?

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or only this particular project?

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(trying to tell if the problem is the entire lfs setup, or this repo maybe never uploaded that file)

near granite
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weird because pushed everything normally git push or git lfs push

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from my client machine

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me using Anydesk

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each time

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same error

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i deleted and re-uploaded my project to website

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still same result

foggy niche
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or was it never uploaded anywhere before?

near granite
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guy im working with can clone just fine

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if any change to LFS then that machine cant just properly push or idk

foggy niche
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if you clone from your old server (say, github with lfs) and you don't run an git lfs fetch -all you don't have all the files, so you can't push to a new server

near granite
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i deleted every single old infos of LFS of git

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shift delete .git

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back when it was at github

foggy niche
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ok, so you downloaded the project, made sure all the files are downloaded (your uasset actually have stuff inside and are not a 4kb file with just a number inside)

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and you deleted .git and made a new repo with git init

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right? πŸ€”

near granite
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yep

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then moved to gitea

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and here's the problem

foggy niche
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but you could push fine πŸ€”

near granite
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yeah dont see any error pop up at client's machine

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while pushing it

foggy niche
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when you try to clone it on a new machine, it gives you that error

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(or the same machine, doesn't matter)

near granite
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basically trying to merge it from my client's repo

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client says successfully pushed

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but here i am missing files

foggy niche
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"your clients repo" is that the one you deleted the .git folder and we talked about before?

near granite
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let me get it all back

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at first it was at Github

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we reached the limit and Github and other website keep asking us to pay

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so we decided move to Gitea

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so we hosted Gitea

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for clean repo we deleted stuffs related to old Github

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then used git init for new repo

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used git lfs install on repo as well

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then uploaded main repo to gitea

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then my client forks it

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then make some changes related to lfs files and didnt saw any errors there

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then he uploaded them

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now i am trying to merge and seeing 404 error

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hope you get what i am saying rn

foggy niche
near granite
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@foggy niche

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came with when i installed it

foggy niche
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ok, what's inside that folder then?

near granite
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folder is like this

foggy niche
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ok, it IS saving stuff πŸ€·β€β™€οΈ

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let's go over what happened even if we don't know why or how to fix it :
Git LFS works by replacing your files with a "shortcut" (lfs pointer) that is just a long string of where the file should be.
When you push files, lfs does this replacing automagically before sending the files, and the server gets the pointers and the files.

Your problem is that you sent a pointer but now the file is not where the pointer says it should be.

Why can this happen? The two reasons that come to mind are:

  • You never sent the file: You didn't have the file to begin with, so you just sent a pointer to the server with no real lfs file backing it. Now when you try to retrieve it, the server looks for the file where the pointer says it should be and can't find it (because you never sent it).
  • The server never saved the file you gave it. For some reason, gitea didn't save the file you pushed along with the pointer and only saved the pointer. Now when you try to retrieve it, the server looks for the file where the pointer says it should be and can't find it (because it never stored it).
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this is either an error on the person who pushed things from another server, or a bug/missconfig of gitea 😬

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does gitea have some sort of support server?

near granite
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still no response as of yet

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will push an issue for further response

foggy niche
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let's try to see if gitea is somewhat okayish configured.
Make a new repo from scratch, setup lfs, push. Delete local copy, clone, modify, push, delete local copy, clone, modify and push.
Let's see if gitea survives that. If that also fails, it's a gitea config problem. If it doesn't fail, I blame the pusher of this missing file

floral linden
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Should i put my Binaries folder into source control?

foggy niche
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what source control?

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hosted where?

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who is going to use the project? can they all have visual studio installed?

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Binaries are artifacts, they can be recreated with the sourcecode if you can compile it (AKA have visual studio installed)
By this concept, they shouldn't be tracked in source control... (so... no tracking)
Unless you have artists that need the built code without visual studio... (so... yes tracking)
Unless your hosting provider (github? gitlab? azure? custom hosting?) limits the size you can upload (so... no again)
But you still have artists... so you end up distributing in some other way.

You have perforce? You can setup Unreal Game Sync to distribute binaries
You have git? You can setup PBSync or wait for me to finish Unreal Game Sync: Git
You don't want to wait? just upload a zip with your binaries to google drive or something πŸ˜›

foggy niche
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I could write a blog post about this... too bad I don't have a blog πŸ™ƒ

mighty light
near granite
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@foggy niche i have noticed something

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i can add/remove

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but cant modify at all in LFS

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thus resulting in 404

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is there any file permission settings shenanigans going on?

foggy niche
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πŸ€”
odd... if you can add a new file, you should be able to modify, since a modify is just a new file with a pointer to it

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lfs doesn't make diffs

near granite
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it just doesn't modify properly in gitea

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asked in their discord and it seems they are not responding much these days

foggy niche
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if on a new repo, you can add and remove but not modify, it's definitely an issue with the gitea setup

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but I don't know what 😬

near granite
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previously i had this 750 640 chmod

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i removed it when problem started

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and went back to previous 750/770

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that's the closest i can come upto

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is this good or should I remove it somewhere?

indigo cloud
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Does anyone use git-annex and could share an opinion on whether it works fine and if it's worth transitioning from git-lfs to git-annex because at first glance, it seems much better

foggy niche
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it doesn't seem to be supported out of the box anywhere πŸ€”
(github, gitlab, gitea, azure. etc) πŸ€”

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you will need to set it up on your own πŸ€”

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what is the most attractive feature to you? πŸ€”

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absolutely, the only reason to keep lfs alive is file locking πŸ€·β€β™€οΈ

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and tbh, it's really bad at it πŸ₯²

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afaik, lfs doesn't have any "bulk" lock or unlock system

#

so you have to make one request per file

#

(I know of a way to make "bulk" unlock requests: with a CI script in gihub/gitlab/whatever actions CI/CD thingy)

#

but it's a fake πŸ˜›

#

(yes, I am a serial messager)

faint cairn
indigo cloud
#

I found it yesterday, and I haven't tested it yet, but what I liked is that:

In my opinion, the biggest drawbacks of LFS are:

  • You can't delete files uploaded to the server, which results in a lack of control over the repository size. The only option is to delete the repository and start over.
  • ~x2 the size of the local repository

Annex general instructions probably have something else worth noting
https://git-annex.branchable.com/git-annex/
https://git-annex.branchable.com/walkthrough/
https://youtu.be/NKCBXOfyoyM?si=8aUd2BNoXkTLyICt

Interesting projects could also be DataLad, which is based on git and git-annex, and DVC used for ML
https://www.datalad.org/
https://dvc.org/#use-cases
https://handbook.datalad.org/en/latest/beyond_basics/101-160-gobig.html
https://handbook.datalad.org/en/latest/beyond_basics/101-168-dvc.html

long hull
#

~x2 the size of the local repository
Just use git lfs prune --force

indigo cloud
#

However, I've never used annex, so I don't know if everything works as it should 100%. That's why I asked if anyone has used it and if it's worth the attention and time

indigo cloud
long hull
#

After a git add, you'll just be x2 for whatever you added. So unless you keep on overwritting everything in the repo, you don't really need to prune that often.

foggy niche
#

Deleting files from the server sounds really spooky

#

The whole idea of source control is that I can go back to any point in the past

#

If I deleted the files for good... No going back

#

πŸ€”

near granite
#

i still dont know what to go for

#

files are pretty expensive after all

foggy niche
#

Git annex with a perforce backend? πŸ‘€

#

Double double dipping?

foggy niche
#

Your "more confort" should be just git with azure DevOps πŸ€·β€β™€οΈ

#

If you are not using file locking, you don't need lfs

#

Azure DevOps doesn't limit your push size

#

πŸ€·β€β™€οΈ

#

I don't use perforce either, my team couldn't get used to the p4sync interface, I don't know how much it costs and as the perforce guy said "git is free" πŸ€·β€β™€οΈ
(Full disclaimer, I don't like perforce)

indigo cloud
foggy niche
#

With git πŸ€·β€β™€οΈ
Git knows how to handle binary files, if you are unsure, just tell it that it's binary with the gitattributes

#

Pushes will be big, but azure wont limit you

#

Furthermore, you could try the new partial checkout thingy, so you only checkout the files you want to use

indigo cloud
#

So, if I don't run git lfs install and only create a .gitattributes file, will git change binary files to pointers in the git history, and the files will be stored in the repository instead of somewhere on a separate LFS server, right?

foggy niche
#

No, git will store your binary like it does when you don't have LFS πŸ€·β€β™€οΈ

#

It will just store them

#

No pointers

#

Just files

indigo cloud
foggy niche
#

Interesting, it has a 5gb limit push

#

LFS doesn't count towards that 5gb

#

It does count toward the 250gb tho

#

(as written there πŸ€·β€β™€οΈ)

mighty light
#

If I migrate from a launcher build to a source build am I supposed to submit the engine with my project? Assume I don't make any engine changes and this would be for dedicated servers and UGC

foggy niche
mighty light
#

Ye fair enough

celest cliff
#

Hi!

I'm going to start a new blank project with a friend of mine. I'm the programmer and he's the level designer.

Since I'll be using C++ and he doesn't want to install Visual Studio to compile the code, which folders are safe for me to add to my gitignore so that he gets my compiled code?

Github's UE5 Gitignore discards the "Binaries" folder. I'm not going to add that to my gitignore. Are there any other folders I should consider so that my friend gets my compiled code?

teal bone
woven sluice
#

for just two guys, many people would highly recommend they install VS...

#

set the project config to build automatically on opening.

teal bone
#

after some years you could easily have 10-50 GB of just useless old DLLs stuck in your repo
This is why I clean mine regularly

tame zealot
#

Hi,
I've install perforce on a local network, it's working. when I submit an upadte evry project will upadte, but when I try to get a previous revision, It's not changing my project.
I mean, if I move an object in a level submit to perforce, than try to get the previous revision, the project is telling me that I need to sync but when I sync, my level is not upadating to the previous step.
Look like history is not working ?
thx for your help

hollow sleet
#

hey, anyone ever had issues with blueprints not recompiling on other ppl's machines after pulling changes?
4 times now this happened seemingly at random:
Person A modifies blueprints
Person A pushes blueprint changes on perforce
Person B, with unreal closed, pulls changes
Person B tries game, blueprint does not behave as it should (no compile error on launch or anything)
Person B goes into blueprint, changes absolutely nothing, just presses compile manually
Person B tries game again, blueprint works as expected

near granite
#

Also where exactly I can download perforce server for Linux?

#

I see tons of options on Perforce website

teal bone
#

If you're keeping binaries in sc, then that'll keep them up to date as well and get rid of old ones.

near granite
#

There is no gitignore equivalent?

#

Those are pretty heavy after all

hollow sleet
#

you mean p4ignore?

near granite
#

So that's what its called in perforce.

hollow sleet
#

you can also set up each stream to include/exclude/restrict folders and file types

near granite
#

Hmm. Btw what's exactly the thing I should download? I am seeing tons of stuffs to download in perforce

hollow sleet
#

you mean on the menu with 4 options when installing? probably all 4

near granite
#

Server is Linux obviously

hollow sleet
#

post a screenshot I'm not sure what you're on

#

oh the website

near granite
#

Client is windows

hollow sleet
near granite
hollow sleet
#

https://www.youtube.com/watch?v=JxXydvG4mlI& there's this stream showing the actual process

At the core of any successful project lies planning, tools, and execution. To reduce risk and improve collaboration between developers, agile teams often implement Version Control systems to record changes to files over time, allowing them to easily recall specific versions at a later point. On this week's livestream, Arran Langmead will walk us...

β–Ά Play video
desert pine
#

I'm building this CLI tool that automates adding new features to my game, where each feature is a plugin that gets its own project and repo. The tool needs something to track the state of these features (so that plugins can be added as dependencies to other plugins), and I'm wondering if there's anything wrong with just creating a repo with a JSON file that is read/modified by the CLI tool.

foggy niche
desert pine
foggy niche
#

if it's an internal tool, it can work πŸ€·β€β™€οΈ
it's fragile from the point of view that one rogue actor can bork that repo and the tool breaks for everybody πŸ˜› (not unreal actor, but a rogue user πŸ˜› )

#

other than that, if it works it works πŸ€·β€β™€οΈ

desert pine
#

The "next step up" in terms of complexity seems like a simple DB on AWS. Would there be other good alternatives?

foggy niche
#

to keep the db of known good plugins? I don't think so. I think a db is the way πŸ€”

desert pine
#

Time to learn terraform πŸ”₯

foggy niche
#

if you don't need a db, only the currently installed plugins in a project file (like package.json or go.mod) could be enough without need for a db

desert pine
#

Ooh

near granite
#

I have been trying and I keep recieving this error

#

Any clue why this happening?

#

i have followed steps throughly

tame zealot
stable tendon
near granite
#

@stable tendon that's the log file

#

its failing to create

#

using Cent OS 7 64 bit

stable tendon
#

That filepath looks crazy. How are you installing Helix Core?

#

Side note, make sure the user you're installing p4d has access to that folder.

near granite
#

Im installing as root rn

near granite
near granite
fossil idol
#

Is there anyone using git as their source control? I'm setting up self hosted repo with gitea and I'm wondering what is the best way to handle blobs that change very often eg. build data files - they can take up a lot of space and lfs doesn't do any delta compression so it will probably bloat the repo size by a large margin with each lightning build

#

I'm thinkig if maybe there is some way to add delta compression or force lfs to only hold the recent version of certain files

desert pine
fossil idol
desert pine
#

If you have a potato πŸ€·β€β™‚οΈ

stable tendon
desert pine
#

But yes if it isn't a part of the state of the repo, it probably shouldn't be tracked.

stable tendon
stable tendon
desert pine
stable tendon
#

Hahahaha...

#

Yup, I am. I also am talking to Gearbox next week about how they built Tiny Tina Wonderlands, they use UGS a ton!

fossil idol
#

wait, UGS can work with git?

stable tendon
#

nope, UGS is only Perforce

fossil idol
#

yeah a shame, we're using git so it's a miss 😦

stable tendon
#

Bummer, but maybe that's an opportunity to build one! πŸ˜‰

fossil idol
#

well, I must say that is tempting πŸ˜„

stable tendon
#

Good luck if you do! Haha

silver token
foggy niche
#

After I get commiting and file unlocking (mostly need the UI) I will publish the code and keep working

#

the idea is to use commit hashes and github/gitlab/gitea/azure "builds" thingy to host the project binaries

#

for editor binaries, will probably leverage longtail like Project Borealis does

#

and by that point, i'll also allow project binaries to be stored with longtail πŸ˜›

fossil idol
foggy niche
fossil idol
#

crap I don't have a twitter accout 😦 hope I don't miss it if you post it here

foggy niche
#

I'll try to remember to ping you πŸ˜…
Hopefully this week I finish the git part of it and I publish the repo and it will be easier to track πŸ˜›

fossil idol
#

Great, would really appreciate it - I'm in the middle of experimenting with git and binaries/build data is kinda an only downside from p4/svn

#

I have deep love for git so I was thinking about writing this for the last couple of hours but since you already have some working stuff I would probably use yours and contribute with the features that I would need πŸ˜„

foggy niche
#

if you don't need a fancy UI and are willing to adapt to a more opinionated workflow, you can check PBSync from Project Borealis

#

pretty much all my functionality are ideas taken from there

#

but less opinionated πŸ˜…

hidden hull
#

Hi folks. I'm wondering if anyone has any opinions on using Plastic SCM for a relatively new project, small team, where I (somewhat senior) and the other dev on the project (quite junior) need to use something other than Git (currently in use) for our UE project.

I would love to just use perforce, but we need a hosted solution, and it seems like the only provider for hosted p4 is assemblage to the tune of $50+ / user / month, which seems crazy expensive to me.

Are there big reg flags around Plastic I should be aware of before considering it?

woven sluice
#

(also if $50/user/mo includes a valid p4 license it would be cheap as heck πŸ˜„ but only if you were 6+ team members)

hidden hull
#

And in my own experience, administrating p4 is fine until it's not, and then it's wretched

woven sluice
#

yeah i'm not going to fight that opinion HaroldHaha

frosty tangle
#

hey guys ive tried to set up github 1000 times but im always getting the same issue even with git bash.

"Remote disconnect check connection"

#

dont matter if the size i 1 kb or 100 gig

#

always same

#

ive scouerd the whole web with 0 solutions :/

#

anyone encoutnered thhis ?=

foggy niche
#

Try with the software called Fork (it has an endless free trial) or at least something like Git Fiend
Or by console. Imma need a real error message πŸ€”

pulsar parcel
#

Fork is the best I've used and it's just nagware. If I was using Git in a professional capacity I would've bought a licence already

foggy niche
#

I got used to use git from the terminal, I only use it to hunt down a commit
But it's really good.
If Fork has too many features, GitFiend might be your choice

mighty light
bright parcel
#

is it possible to create a shareable gitconfig file?
i tried adding a file named .gitconfig to my repo folder, next to the .git folder and the .gitignore and .gitattributes files but it doesn't seem to make a difference if i use

#

git config --list --show-origin

#

it doesn't show up.
I'd like to make these changes available to my entire team and i kinda expected it to work like the gitignore and gitattributes files.

foggy niche
#

create a .gitconfig file, use the command git config include.path .gitconfig

#

but every new computer needs to run the command 😬

#

that's the kinda part

bright parcel
#

alright! but that's at least something^^ thank you

#

i can get my artists to run one command when setting it up, i just don't want to have them change stuff if i need to update some values or add another line to a config

#

do you have tips on config settings? we had some issues with large LFS files on AzureDevOps not working

#

so i changed the HTTP to 1.1 and lfs.activitytimeout to -1

foggy niche
#

very opinionated, but interesting πŸ‘€

bright parcel
#

cheers!

desert pine
#

Is there any issue with keeping Marketplace plugins that I have purchased hosted on private GitHub repos, to make it easier to manage them as dependencies of my various projects?

foggy niche
#

from the technical standpoint? they will work fine.
From the moral/legal side... no idea πŸ‘€

desert pine
#

The alternative is an S3 bucket with a dedicated IAM user, which isn't terribly messy, but it would be one more thing to manage.

foggy niche
#

I think that from the moral/legal standpoint, a private repo or a private s3 server are in the same area πŸ€”

#

so go with the repo πŸ˜›

#

but don't quote me on that one πŸ‘€

foggy niche
#

@fossil idol ping

fossil idol
#

amazing bro, thanks for the ping - starred it and will check it out in depth soon enough

mellow belfry
#

New to source control. But when I created a Git repository its showing two files in my Epic browser

#

Any ideas why it would do this?

#

Figured it out...... I changed the file saving location of UE and Im a dumbass and copied and pasted the file location twice into the settings file.......

near granite
foggy niche
fossil idol
foggy niche
#

The super hardcore plan for the future, is to use a binary versioning tool like longtail, but that needs your own s3 or bucket to store the data

fossil idol
#

hmm, that's an interesting solution

#

do you plan to zip all binaries etc with every compilation or just the ones that changed?

foggy niche
#

All binaries get zipped.
Only on commits that actually changed the source code

waxen glacier
#

Hello everyone - I just noticed that I have some files in Source Control (Perforce) under Uncontrolled Changelist. (I usually do everything from P4V and never noticed this.) Anyway, some of these files are fairly old, but should be in my depot. That being said, I don't see anyway to Add them for Submit.

foggy niche
#

build server you paying the hosting? πŸ‘€
otherwise, the github releases is free

#

with a "build server", a bucket in s3 or gcloud or any kind of bucket you can version with longtail

#

which is more efficient

#

longtail does diffs of binaries, is wacky

#

(reading you again, @late thicket Are you saying to not even bother with the "releases" thingy and just skip the boat to a s3 bucket implementation? πŸ€” )

foggy niche
#

it's fine, I am having a rough day and I jumped to the defensive too quickly, sorry πŸ˜…

cloud raptor
#

Hello. I have an issue with changing the default user in p4 command line. I have another project on my college perforce server and I created my own server. I am trying to configure the new server with typemaps but if I run p4 info, it shows me the info for the college server. I've tried p4 -p server:port info but its populating the client and user fields with data that was on a different/old instance of the server that has now been deleted on digital ocean. How can I switch between servers in p4 cmd?

stable tendon
#

Hey @cloud raptor ! Couple things, you might have a P4CONFIG file that's setting your local preferences. I'd check for that file in a directory or two. The way you're overriding the server with the -p flag is the correct way, I use that sometimes! Another thing to check is if you have any P4 related env variables set. P4PORT might be overriding it. If you're on a mac/linux you could do something like printenv | grep P4

cloud raptor
# stable tendon Hey <@117353702901284868> ! Couple things, you might have a P4CONFIG file that's...

I don't have any P4CONFIG files and checked env variables and I don't have any. I didn't think much of it but after I created the new droplet on digital ocean and connect to it via p4v, it somehow showed an old depot(without any files) that was created in another instance earlier this year and deleted shortly after. But when I opened admin mode, it went away and only the default depot was shown.

#

I mostly use p4v for vc operations.

stable tendon
#

Sometimes P4Admin has a weird caching issue, I've ran into it myself. You can right click and remove connection. I need to hop on a meeting, but you can try out seeing if p4 configure show config is set somewhere? (I always forget the syntax of that command! Sorry!).

cloud raptor
#

Nw. Thank you for the help

stable tendon
#

(side note, most apps, like UE and JetBrains IDEs, will use your P4CONFIG settings automatically)

cloud raptor
#

I just created a p4config file with the server and user config in the project folder and its working fine. And the old data seems to be from an old workspace that wasn't deleted.

stable tendon
#

Great! Glad you're up and running. (Old workspace folders will stick around, since we don't want to delete your local data unless specified!)

mighty light
wide raven
#

p4v Excessive combinations of wildcard ... in path and maps.
when trying to merge specific CLs to streams. Hmm

analog lodge
#

Heya, quick question.
Just spent an hour fixing stuff because a team member accidentally checked out the whole depot AND tried to submit files he wasnΒ΄t allowed to submit to a folder hes not allowed to submit to AND used some bad characters....
So, since reading the company wiki apparently isnΒ΄t always working, IΒ΄m gonna need to be a bit more restrictive, but I donΒ΄t know if there is a wildcard option for what I want to do:

  1. Is there an option to restrict what a user can submit to ONLY files they created themselves?
    The way our project is set up there is no need for them to check out/submit anything anyone else created.
    I know I can restrict to specific folders etc, but then I constantly need to update that list for each new folder in the depot...
    So, they should still be able to open everything , they should just not be able to save or submit anything they didnΒ΄t create themselves.
    Which can include duplicating files from other users, renaming them and moving them, but NOT overwriting them, even if they are not checked out by any other user.

  2. If the team member makes a mistake, like accidentally TRYING to check out a whole bunch of file, their perforces now hangs for a VERY long time, retrying things it canΒ΄t do.
    Is there a way to limit the number of retries, because cancelling out of the operation also doesnΒ΄t seem to work sometimes and can produce a number of locked files...

#

Please ping when you reply...:)

teal sail
#

Helix merge seems to be completely falling apart opening the merge tool on a 900K file

#

That's big, but surely not that big?

teal sail
#

I believe it's p4merge

#

Let it sit for 10 minutes before giving up πŸ€·β€β™‚οΈ

wide raven
teal sail
#

a computer is many orders of magnitudes faster than i am

wide raven
#

Yes it is, but string compares are expensive

teal sail
#

It can diff it fine, it can even tell me how many conflicts there are, it just can't open the merge tool

wide raven
#

As a rule of thumb, just for sanity of the humans working on it, I would recommend keeping code files under 1,000 lines

teal sail
#

It's generated mark-up. Was unlikely I would have been able to merge it anyway but I did want to have a look.

wide raven
#

Also it may depend on what the diff tool is. WinMerge ( which is ancient though ) struggled on big files I recall

#

If somebody can recommend something more modern than WinMerge, that would actually be really nice

#

Perforce recommends this, might have to give it a spin...
Unlike diff, it works well with large files (up to 4 GB).
https://www.cjmweb.net/vbindiff/

#

Ah, but that is 2017 as well... still, maybe worth a shot

foggy niche
tulip wigeon
#

hey guys.. have a question.. I currently am running perforce on a 2nd computer in my house that i'm using as a backup server... my project is getting far enough along now that I want to start networking for it.. unfortunately perforce doesn't have all the great app integrations that git does (mainly i'm looking at commits auto-populating kanban boards to show when a commit is done for a type of feature roadmap that could be publically available on a website like trello/clickup etc.) the API for perforce unfortuately is non-existant unless you use helix hub which I can't do as my server is not linux based... so as a workaround I was thinking about using a 2nd VCS with github with a very heavily edited .gitignore this way when I send commits it would update my kanban board... anyone have any experience running 2 VCS with the same project or is this even a good idea?... i guess the alternative method would just be manually editing the kanban board but was trying to keep this as automated as possible

mighty light
#

You can probably get away with using triggers on your perforce server to run a script to update your board

cerulean mason
#

Hey Everyone!
We are working with a P4V repo and are using the P4V plugin for Visual Studio. However, when we connect to source control we get the message on the image. It's kind of weird, because it seems that VS is trying to modify engine files, and eventually crashes and doesn't allow us to use the VS connected. Has anyone got anything similar?

waxen glacier
#

Hey gang - I pulled an old verison off my depot - made some changes - now I want to submit this file as the latest. It doesn't appear to let me and is listed as "not the latest," How do I force my local file back onto the depot.

wide raven
#

In my opinion the correct procedure would be to :

  1. Take screenshots / copy nodes to text files to document your changes.
  2. Shelve your changes so you can return to look at them if needed ( this is optional )
  3. Revert the file
  4. Redo your changes
  5. Submit your file
#

To avoid this sort of thing happening in the future:

  1. Sync the whole project to latest before you start work
  2. Immediately checkout the file you intend to work on, so other's will see it as locked while you work on it
#

Why this issue ( probably ) arose:

  1. You took a file and started working on it, but never actually Saved it - which triggers the checkout in Unreal
  2. Meanwhile somebody else worked on it ( #6 )
  3. Your changes are now 'late to the party'
#

In the case where the changes made in #6 are deemed to be easier to re-do than your changes, one solution is this:

  1. Shelve your changes
  2. Get Latest
  3. Unshelve your changes
  4. Submit your changes #7 ( losing #6 )
  5. Redo #6
  6. Submit those changes again #8
waxen glacier
wide raven
waxen glacier
waxen glacier
# waxen glacier It's actually not listed in a changelist. Right now it sits in an "Uncontrolled...

Thanks again to Karma for putting me on the right path. Leaving this here in case anyone else has this same issue:

Here is what I think I did.

Right click on file in Workspace and select SUBMIT. (It will put it into a changelist but wont let you submit.)
Shelve that file.
Right click again on the Workspace file and select GET LATEST REVISION.
Right click again on the workspace file and select RESOLVE
Click on KEEP TARGET
Submit changelist.

#

If I am doing any of that incorrectly, let me know so that I can be better in the future. Thanks again!

cerulean mason
#

Hey Everyone!
I'm getting a weird thing in the P4v Visual Studio Plugin. Once I try to connect, the plugin tells me that i cannot add the sln file since it's listed in the p4ignore file, but I don't know why it should be trying to add it.
After that, it tells me its trying to write some engine files, making eventually freeze. Has anyone got something similar?

near granite
#

is there differences between .gitignore or .p4ignore?

woven sluice
#

yes. yes there is.

bitter sun
#

So I have a very long file that I was refactoring, and half of it is done

#

I dont want to commit or push, but want to backup to remote

#

which keywords I am looking for?

teal sail
#

any changes you want to track need to be committed and anything you want on the remote needs to be pushed as far as I'm aware

bitter sun
#

sadge

teal sail
#

i'd probably commit the half-refactor to a branch that I merge back once finished tbh, you could get in the weeds of breaking your refactor changes up into separate commits too.

bitter sun
#

alright, thanks

near granite
#

I also got another question

#

can perforce do same version control of text like git?

#

I didnt saw anything similar to that

remote bobcat
#

Anyone ever experience UGS not syncing all files?

#

Half the time I have to open up Perforce to make sure I actually have latest

near granite
#

so should I do partial git and partial perforce checking then?

#

merge conflict is pretty important

teal sail
#

perforce does provide some weird git integration-interface-program-thing as a separate product if you're desperate for both

#

it's marketed at enterprises who don't want to train contractors/outsource labour to use perforce lol

bronze nest
#

Ok so I've a very odd error. After a perforce merge, several art team assets have this message. I've never seen this before so any help would be appreciated. (Repost from UE5 general. Found this more relevant channel)

bronze nest
#

Issue fixed. I had certain directories to not cook

low gust
#

Hi I am having a problem with perforce.

When I try to submit a changelist the progress bar goes to 100% but it hangs there forever. it is a local network server and it was working fine for a few days and it suddenly won't submit the changelist. does this has happened to anyone before? can't find much on the internet.

hollow rapids
#

Hi guys, had a question.
Since perforce is not totally free to use, I had an idea of using Git + Perforce concurrently. Not sure if it can be a workaround or not, does anyone have an idea?

foggy niche
fiery pelican
#

Is anyone here familiar with Linux servers using perforce? I recently set one up and have had no issues with using it up until I went to update it, and then problems popped up when doing the updates. Here's a picture of what's happening. Sorry for the poor quality. Not sure how to get a Screenshot from the server itself.

#

Here's the journal too if that's helpful to anyone. I'm really feeling stuck on this thing.

hollow rapids
#

wdym?

#

I use git only?

#

that's what I am doing atm tbh, just trying to figure out if I can find a workaround to use perforce since we cant buy it atm

#

yea alr, thanks for sharing

stable tendon
# hollow rapids that's what I am doing atm tbh, just trying to figure out if I can find a workar...

Perforce or now called "Helix Core" is free for up to 5 users! There are a few ways to deploy it, https://www.perforce.com/products/helix-core/free-version-control. If you choose to use a cloud (instead of a server you own), there might be cloud costs to host it. Good luck!

(Side note, to get started, we have been building up our YouTube videos! https://www.youtube.com/@PerforceSoftware

stable tendon
fiery pelican
#

I'll look through the SDP. I'm kinda stumbling around in the dark with this. Still learning a lot of the basics.

stable tendon
#

It's a bit tricky, that's why I steer folks to the SDP/cloud install (called the Enhanced Studio Pack)

fiery pelican
#

Is there a reason I wouldn't have that setup already given that I had the server working before the update? Do you have to setup it up again after doing a system update?

#

Admittedly I don't recall p4dctl during my initial setup, but I could just not be remembering. Or maybe there are multiple ways to set it up that don't all require it? Just trying to get a better understanding of what happened.

stable tendon
#

There a few ways to install it, maybe you installed just the server from a *nix repo? And not the whole package?
(side note: you can contact support to get specific help, as this is a bit off topic for this forum, support@perforce.com.)

fiery pelican
#

Great, thank you! I'll go through the SDP first and see if I can't get it figured out with the info you've provided me. I appreciate the help!

stable tendon
#

You're welcome!

cyan jay
#

In perforce, is it possible to integrate files to a new stream without downloading/submitting them locally?
I want to create a Release branch from a specific CL but do I really have to download the whole project to a new folder? There won't be any changes to reconcile.

near granite
#

Jeez perforce is extremely hard

#

how do you use this

#

things are still not updating even though you submit

arctic thicket
#

hello i'm using plastic scm, have you ever had " An item with the same key has already been added." error when commiting?

stable tendon
stable tendon
cyan jay
stable tendon
cyan jay
#

oh cool, -v flag πŸ‘Œ

#

that's new to me

stable tendon
#

🀘

cyan jay
#

thanks πŸ‘

teal bone
#

Work disconnected?

pseudo granite
#

Guys go use perforce, but if you have even just a single problem, go use something else

stable tendon
#

You can work disconnected, and then open a new connection:

pseudo granite
# stable tendon You can work disconnected, and then open a new connection:

I tried that for 2 hours and it wouldn't display the screen, I post my question and try again and now it decides to open the window.
I have no god damn idea man.

Software that's limited is totally fine, but at least make it consistent.

Perforce is absolutely perfect, when its working.
One little mishap, all work because impossible.

#

i've never seen anything so binary, there are no logical critiques of perforce when its functioning. It just works when it does.
But these stupid occasional problems man...

stable tendon
#

Sorry 'bout that! There are a tonnnnn of factors that go into software. Networking, computers, processors, the weather in Guatemala... Sometimes a good 'ol restart helps too.

fiery pelican
#

If I uninstall p4d and p4 from my linux server, then go through the install and setup again, will I be able to gain access again to the repository for my game or is it going to be ineccessible? I'm having a lot of trouble getting my server back up and running and am about to just uninstall it all and start over using the SDP guide.

stable tendon
fiery pelican
stable tendon
fiery pelican
stable tendon
#

We're working on something for early next year. In the meantime, we do have a Slack channel for paid customers. We also have a forum https://forums.perforce.com/index.php. And we're on StackOverflow as well.

fiery pelican
#

Alright, thank you.

mighty light
#

hey guys we are using git lfs with the plugin from project borealis and we are having an issue where after committing files the locks are never released. we have to manually release file locks. is this a known issue or have we got something configured incorrectly?

mighty light
#

ok i think the issue might be because we are committing assets outside of the editor

loud fulcrum
#

Hello I was told to setup a Perforce server and I saw that there is an option to create one using Linux and Windows. My question is, are there any benefits of using perforce on windows vs linux? I have an extra computer I can turn into a server to be my host. The projects that I am working on are just between me and father (2 people).

mighty light
#

not sure about windows but its ezpz to just throw up linux with a perforce server running in docker if you are interested in going that way. my only recommendation is that if any of your clients are windows make sure your p4 server is case insensitive otherwise you are in for a treat

fiery pelican
#

Hey all, I've been having an on-going struggle to get my perforce server up and running again. I'm new to Linux, Perforce, and server concepts in general, but was able to get it all up and running fairly easily. I was told to be sure to update my Linux system fairly regularly, so after a couple weeks I tried to perform an update and since then I have not been able to get it up and running again.

When updating, I used the commands "apt-get update" and "apt-get dist-upgrade". during the second command, it errored out on the helix-p4dctl startup with the error "SSL connect to ssl:1666 failed (connection reset by peer) Remove SSL protocol prefix from P4PORT or fix the TLS settings".

For starters, I'm confused why doing an update is causing a problem like this given that it was working previously, unless the update some how eliminated some previously saved settings or configuration?

After much digging, I've been able to at least get passed that error message (although I'm not 100% sure how, I think it was by defining P4PORT in the config file) and now if I try to run the dist-upgrade command again I still get a failure while trying to setup the p4dctl service and it doesn't tell me much BUT just below it there is a message stating that helix-p4d failed because of a dependency on helix-p4dctl, and then goes on to say that helix-p4dctl is not configured yet.

I'm not sure how p4dctl cannot already be configured from when I initially set it all up, unless by "configured" it actually means started? As far as I can tell everything looks setup correctly on the p4dctl stuff.

There is also a part that tells me to check journalctl, but when I do there doesn't seem to be anything useful in there. Just similar messages to what it's giving me here. Anybody have any ideas on fixing?

loud fulcrum
fiery pelican
loud fulcrum
#

ty, just wondering if anyone has setup a windows perforce server

#

curious to see if there is any difference

fiery pelican
#

The biggest difference is just going to be how you interface with everything. If you are not comfortable with command line windows may prove to be a bit simpler, but I believe it has more overhead whereas linux I think is more lightweight, but there's no gui. I had next to 0 experience with command line outside of a few git commands when I started my linux server and it took a bit of a learning curve to figure out some things, and clearly I'm still learning as I'm currently having some issues getting mine back up and running, but overall I don't think Linux is bad. Mostly just personal preference.

loud fulcrum
#

ahh Thank you for your input

fiery pelican
#

Does anyone else here have a perforce server running on linux? Curious if anyone can tell me how their permissions are set on /opt/perforce/servers/<servername>/state.xu I'm having a hard time getting my server back up and running and I read online where someone had a problem with an xu file changing permissions when they did an update. It's not a great post as it's fairly unclear what they did so I'm not sure if this is the same file or what permissions it should have if it is.

crystal storm
#

is there any way to change typemap to existing files?

#

for some reasone my typemap gone. I just recreated it, but files are not affected

remote bobcat
#

UGS is telling me I need to build the engine even though I'm using pre-compiled binaries?

pulsar parcel
#

Going to need to see what you actually are seeing

mighty light
#

Doesn't ugs need to be built from source though?

pulsar parcel
#

that read to me as if it's a message from UGS itself

brisk rune
#

anyone know what this Default Uncontrolled Changelist is i tried reconcile assets but nothing ?

#

if i revert the files it breaks everything lol

merry verge
#

It's files that are not known to perforce but are being tracked by unreal. They're not submitted to source control, if you want to submit them you need to move them to a real changelist and submit.

#

Actually, those look like engine files... weird that they're being tracked by unreal at all.

#

If at any point you hit "make writeable" instead of "checkout" when modifying assets, that uncontrolled changelist is where they go.

brisk rune
#

@merry verge yah i just started perforce today but this is a project that will be worked on with multiple users and im trying to get this set up

#

yah i just had this all sent up to my digital ocean and this is how it cam i can create a new material check it out save upload and everything works as intended

#

im not fully understanding what you are saying as i am new to all this sorry im learning

#

im not sure how to move something to a changelist as there is no option for that

brisk rune
#

@merry verge it wont let me move them at all to the changelist

brisk rune
#

even when i revert those files it 0s it all but then it breaks unreal and i have reverify then this happens again

brisk rune
#

@near granite yah I deleted my droplet and starting over from new I’ll let you know how it goes

near granite
brisk rune
#

yah i had the same problem with git as well

#

and i can do this local and it works fine

near granite
#

does windows/linux vm server works for you?

#

wish i could Plastic SCM....

#

but you need to buy server itself for self-host

brisk rune
#

I was just using perforce server on my windows desktop

#

since perforce is free for the first 5 users and you get 20 workspaces figured users could share logins in to differnt workspaces

#

yah i have a bit of a wait digitila ocean so slow for uplaod 70mbs on a 1gbs hard line fml

#

30gb project file im 10%done upload

#

you can hide uncontrolled changelists but that only masks the issue

woven sluice
brisk rune
#

@woven sluice so your saying just ignore this?

woven sluice
#

Just to make sure, Is it a launcher engine? Or source?

brisk rune
#

Im new to all this what do you mean?

woven sluice
#

Your engine, are you building it from source or is it installed

brisk rune
#

im just building a game in unreal engine and sharing the project files thru perforce so other users can edit the project with me so we can build a game

#

You can use this referral link to get $200 worth of credit on digital ocean for free (it also helps me out). This credit lasts for 2 months which is more than enough time to see if you'll need to use digital ocean and perforce for your project.

Referral Link:
https://m.do.co/c/c74a41c9ce45

This tutorial shows you how to (with timestamps)
00:0...

β–Ά Play video
#

im doing exactly this

woven sluice
#

Ok great so you didn't build the engine from source. Yeah then that seems like a bug in that stupid dialog, I'm seeing other people online complain about it too

brisk rune
#

iv e only found 1 reddit post and messaged the users on that and my issue was differnt

woven sluice
#

You can rely on the unreal perforce integration to check out assets for you as you work, other than that use p4v to do everything (update and submit aka pull and push)

brisk rune
#

it does what its suppose to

#

its all talking back and forth just cant clear the default uncntrolled changelist

woven sluice
#

There is no such thing as a "default uncontrolled changelist". It's something Epic invented in an attempt to make it easier to deal with it when you edit files without checking them out.

#

But clearly, they pulled a dumb

brisk rune
#

yah if i revert them they break the unreal engine and i have reverify unreal

woven sluice
#

My guess: They probably designed the dialog only to work with their in house pipe line, which is a source-built engine in perforce. They probably never designed it or even tested it to work with a launcher installed engine

brisk rune
#

dont they just use unreal engine?

woven sluice
#

Of course? Lol

brisk rune
#

sorry i just dont understand the difference between source built engine and this unreal engine im new to all this

woven sluice
#

All software works like this...

#

You can either use a prebuilt version (install it) or you can build it from source if you have access to the source code

brisk rune
#

got yah

#

yah i only ever install software

near granite
#

Honestly these are the reasons why I am at the verge of dropping Perforce

brisk rune
#

@near granite I just gor off a call with another user its not perforce its UE its just a bug that occurs

#

ue is saying hey i dont know whats going on with these files lol

#

when nothing should be happening with them

#

maytbe a fix in 5.4

#

as long as your file changes are occuring and check in and out is correct then its working

brisk rune
#

@near granite I created a brand new Thirdperson template nothing changes same out come

woven sluice
#

Don't know why I tried... Lol

pulsar parcel
#

I'm pretty sure there is no change in behaviour of the plugin between source and launcher engines

#

since the editor just deals with the assets

#

though it is suspect that it's listing engine assets, and an asset in a completely different project

white maple
#

When I try to diff against older versions of a file from file history window I get this error. Does anyone know what is wrong here?

wide raven
rustic dagger
#

Is there a way for me to "merge" 2 repos or something? I asked an MP author for help and he wanted access to the project so I added him to the repo. He ended up downloading a .zip and fixed issues for me. He sent me the .zip.

What do I do now? Can I merge them? Do I need to find out what changes were made and make them manually? I'm lost here.

#

Please ping me if you have an answer and thanks!

pulsar parcel
#

nice workflow

mighty light
#

is there a way to get git to merge these files instead of clobbering? = [up to date] main -> origin/main error: Your local changes to the following files would be overwritten by merge: Config/DefaultEngine.ini Please commit your changes or stash them before you merge. Aborting its a text file so im not sure why theres no option to merge

mighty light
#

i dont have the option to merge though. this was from pulling. am i supposed to fetch first and i get an option to merge or something? im using gitfork for the ui if that matters at all

#

this is so dumb. im so confused about why it cant just merge the file or at least prompt me to resolve it

#

but how do i tell it to merge? whenever i pull and theres conflicting changes it just fails without giving me the option to resolve

#

alright

#

oh theres an option for it right infront of my face

#

alright ill add it

#

in other news we are using the git plugin from project boralis but we have this issue where we have to manually unlock files after committing. is there something we are missing? its super annoying

arctic merlin
#

so i'm having an issue where Submit Content isn't updating my github repo, using git as SC in UE. if anyone knows what i'm on about or need further context please lmk

mighty light
#

is that the "working by myself" workflow?

mighty light
#

probably a really dumb question but is this just like "hey i need these assets can you make sure you commit/stash what you have?" or is it more like "im going to work on x which doesnt require anything anyone has checked out so theres no conflicts"

#

ah alright. thats sort of what we do now. its just 2 of us so just a quick "i need the player controller" type thing is fine. almost always its those lingering locks that are the issue

#

we are using gitea with lfs

#

we have a perforce server too but i wanted to experiement with git lfs. i really like gitea and since perforce has literally nothing close to github/gitea in terms of tickets/projects its sort of hard to leave

#

so would moving to lockless just be removing this from gitattributes? *.uasset lock *.umap lock

#

or do we just ditch lfs all together?

#

i thought lfs existed because git sucks at binary files... or something

patent dagger
#

Can someone take a look at my typemap. I am an artist an set this up a while ago. Planning to set up a streaming depot and not sure what the +S2w does?

woven sluice
#

+w is "always writable"
+S2 is "don't keep any old versions of this file, keep 2 max"

patent dagger
#

Thank you!

#

Also. Cna you take a look at my ignore file?

#

I tried pushing both saved and intermediate, and i am able to push both.

patent dagger
#

Nvm, i figured it out.

#

I had to run: p4 set P4IGNORE= ignorefilename

patent dagger
#

Can someone tell me what these two options do?

#

I want to have a few dev branches, but not sure if i need those options checked or not and what happens when i do, does it copy all files to yet another WS?

foggy niche
# mighty light oh theres an option for it right infront of my face

really late to the party.
If you are using lfs locks, always rebase. A merge commit is lfs locks death.
A merge commit "touches" files that you don't own. That means you will lock yourself out of the ability to push that extra ugly merge commit.
By rebasing, you will never have a merge commit. If you get a conflict (you shouldn't, that's the whole point of the locks) you can still resolve it and continue the rebase

#

auto-Stash is in case you want to pull changes without commiting your dirty working tree... it should work (since lfs locks will keep you safe) but... should you? πŸ‘€

#

are you feeling lucky, punk?

dapper steppe
#

Got git error when pushing:
send-pack: unexpected disconnect while reading sideband packet
Connection to github.com closed by remote host.
Compressing objects: 100% (1254/1254), done.
fatal: sha1 file '<stdout>' write error: Broken pipe
fatal: the remote end hung up unexpectedly

#

my network is working fine, so it aint that

dapper steppe
#

nvm, got a new error that's more clear "pack exceeds maximum allowed size (2.00 GiB)"

eternal mountain
#

y'ello everyone. any way to check upload % of my submit? I'm not getting a progress bar, which from what I gathered here is a good thing?

#

related question: I'm getting SSL errors when submitting large files. I've had a shit connection all day so I assume this problem is on my end?

patent dagger
#

WHen you create a branch in perforce, does it actually duplicate the files?

#

I first thought it wouldn't, but it just shows it copying all the files currently, is this correct?

silver token
patent dagger
#

thank you.

wide raven
#

Also I would note that since we don't have cross-stream locking, we don't use streams much.
Mainline -> Staging -> Release only really, no dev/feature/task streams for us...

limpid shuttle
#

Ehy guys, I have a question about git, sorry but I don't know where to ask.
I made up my project, based on the lyra project. I started to commit from the project setup, then I've done some commits without any push.
Now I'm trying to push, but lyra project is too large, so I'm trying to push only the new/modified files.
I've done a diff with first commit, updated the gitignore to consider only that files, but when I try to push I still get 16k files pushing....
What am I missing? There is another way that doesn't use git lfs?
Thx to all

patent dagger
#

ye we are still debating if it really is necessary.

#

Currently just two of us

wide raven
patent dagger
#

but my friend thought it might be a good idea to have branches.

#

Ye, we have the old. local depot set up in use currently.

wide raven
#

unreal dev, it is not really ideal. I recommend just keeping an attitude of committing only working stuff. Otherwise shelving if you want to keep 'versions' as you work

#

Our philosophy is this:

  • mainline should always work
  • accept that some in-dev features can be broken/incomplete, w.i.p
  • commit daily
  • hide features behind feature flags if needed
  • Bonus Points : Jenkins autobuilder builds every change to catch silly mistakes
patent dagger
#

ok thanks.

#

I will look in to shelving a bit.,

wide raven
#

Shelves are super handy. Work in multiple locations, code reviews etc

#

Branches I would say only for extensive c++ work, or extremely well encapsulated features

fossil idol
#

I'm trying to do binary versioning and I'm having issues with running my game after pulling binaries, my Engine/build/build.version is

{
    "BuildId": "cf3c13a3-272b-40e3-a330-10d48355af04",
    "MajorVersion": 5,
    "MinorVersion": 3,
    "PatchVersion": 2,
    "Changelist": 0,
    "CompatibleChangelist": 0,
    "IsLicenseeVersion": 1,
    "IsPromotedBuild": 1,
    "BranchName": "Unknown"
}

and my Project/Binaries/Win64/UnrealEditor.modules is

{
    "BuildId": "cf3c13a3-272b-40e3-a330-10d48355af04",
    "Modules": 
    {
        "Carbon": "UnrealEditor-Carbon.dll"
    }
}

but even though BuildId's match I get

  Carbon```
After opening my game, what am I missing?
foggy niche
#

I think the build id was on a regkey somewhere? πŸ€”

stable tendon
stable tendon
silver token
stable tendon
#

Well, you'll see a new file. But under the covers, there isn't twice the data usage.

silver token
#

Gotcha, that's kinda what I thought was going on.

stable tendon
#

For example, a coworker and I (unknowingly) uploaded the same version of 5.3 onto a test server, but there was only the size of one instance of the engine. I had two copies (one was a branch) and his was in a different depot+stream.

#

3 versions would've filled the disk, instead it was only at ~35%

woven sluice
#

i am looking forward to trying this out again once i finally upgrade from my dinosaur perforce server version. in my old ass version it does in fact duplicate all files, which was a hell of a lot of fun when i decided to just make a "release" stream for testing craps and giggles on my 80 GB server which had a 50 GB perforce project...

stable tendon
woven sluice
#

it's all good, i think i whined about it in here like 6 months ago. i was supposed to finish this upgrade sometime between then and now, but... i blame myself for being a dad HaroldHaha

stable tendon
#

Hahaha. So many projects! Easy to push to the end of the backlog. Though, I'd try it with a new server first ;).

ornate summit
#

Guys, help me with this

patent dagger
ornate summit
#

thanksssssss

stable tendon
patent dagger
#

right, thanks for clarifying that.

neon grotto
#

Question if someone is doing development with Unreal Engine. They want to setup Perforce with Version Control but they don't have a dedicated server is there some possible workaround or video detailing such?

woven sluice
#

well, perforce is just a program, you can run it on whatever machine you want

neon grotto
#

And have others connect to it?

woven sluice
#

yes

neon grotto
#

Ah thanks

white maple
#

when I try to diff againt a pervious version from history windows this exception gets thrown and i cant diff. Any idea what this is or how to fix it?

shadow geyser
#

I don't suppose anyone can help with the PlasticSCM plugin for UE 4.27.2 - I downloaded the latest release for this version (1.8.3), and can't compile my project anymore, it complains The namespace '<global namespace>' already contains a definition for 'PlasticSourceControl'. I tried searching and don't see any duplicate files.

My friend tried cloning the project through SCM and had the exact same issue - he couldn't even open the UE project because it didn't have the .vcxproj files but failed to create them because of this plugin...

#

Wait, I realized there's another folder in Engine\Plugins\Developer that needed deleting... but now it's broken the project even more and I cannot open it myself anymore... Unable to determine UHT module type for ...\UE_4.27\Engine\Plugins\PlasticSourceControl\Source\XmlParser2\XmlParser2.Build.cs

any ideas?

woven sluice
shadow geyser
woven sluice
shadow geyser
#

We could upgrade to UE5 but decided to start with 4 since we're still new to it

woven sluice
#

Well if you didn't build it, there's no way anything would work.

But that just sounds like no reason at all... If you were teaching someone how to use windows for the first time would you install Windows XP? πŸ˜„

signal lynx
#

anyone know if you can get p4ignore to not ignore one specific file?

For example we have a plugin folder inside the project itself.

The issue is when we go to manage + upgrade the files the bianaries and intermediate will not send as its set on the p4ignore list.

signal lynx
woven sluice
#

Read the page (section rather)

shadow geyser
#

Their documentation also pointed me to this discord, so i assumed someone would be able to help.

shadow geyser
#

Ohh really, so it's a pretty uncommon plugin... I figured it would be used by a lot of people

woven sluice
shadow geyser
stable tendon
#

@shadow geyser If something's wrong on our end, please let me know, so we can update it!

woven sluice
#

( @stable tendon plastic. The other P)

ornate summit
#
foggy niche
ornate summit
#

indeed!

foggy niche
#

other than that, either you pay github or gitlab for extra space, or you host your own git server with something like gitea or gitlab CE πŸ€”

#

I really should make a full tutorial on git πŸ€”

ornate summit
#

pls do it

#

^^

foggy niche
#

partial clone or partial checkout or both? πŸ€”

frail beacon
#

Are there any quick and easy backups I can do while I decide on which proper source control I'm going to use? Is just copying the entire project folder and saving it elsewhere enough to bring back a project if I somehow break the original?

foggy niche
#

interesting, a partial clone is like a shallow clone but you still know the entire history πŸ€” (to some extent, blobless vs treeless)
why the specific focus on "no-lfs"? πŸ€” I don't see anything that would be incompatible with lfs...

#

As long as you don't need locks and your service provider doesn't get very mad at your large repo, yeah, don't use lfs πŸ‘€

#

if git had locks outside lfs I would be so happy πŸ₯²

#

(if git-lfs locking wasn't shieeeet I would be happy too πŸ€” )

foggy niche
#

universally supported? without an external metadata server? πŸ‘€

quaint obsidian
#
Microsoft Security Blog

Four new unauthenticated remotely exploitable security vulnerabilities discovered in the popular source code management platform Perforce Helix Core Server have been remediated after being responsibly disclosed by Microsoft. Perforce Server customers are strongly urged to update to version 2023.1/2513900.

#

just saw this

frosty stirrup
#

With worldpartition does __ExternalContent need to be included it seems? There were changes I was doing to the navmesh within a level that don't seem to apply when jumping between branches at previous states.

woven sluice
#

this is going to require at least $how much money do you have left in your pockets/mo extra per user to fix 😩

#

i wonder if their loonix version is fubar'd in any similar way also

#

because tbh installing perforce on a windows machine is double-dipping in silly sauce

hushed granite
#

We are a very small team with no funding. I also used Perforce for game jams. Never spent a $ in 4 years

hushed granite
arctic merlin
#

uhm Perforce users, question, if you start up an account and then download Helix Core (I can't even remember what it is, been a few weeks), is it normal for them to call and email you ? πŸ˜…

#

I was just stumped by it, I'm not used to that kind of support, At first I thought it was a scam caller (get alot of those...), but it seemed legit and I indeed had emails from him aswell I hadn't seen lmao

hushed granite
#

The free version doesn't require any account. If you do one it's usually because you want to get paid products

arctic merlin
woven sluice
#

Yeah you just didn't have to sign up for that is all

jagged beacon
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I'm designing my project organization with Perforce source control and Unreal 5. I want to stick to the free plan which is limited to 5 users and 20 workspaces.
Do you think this is a good setup or is there a better alternative?

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Some info on setup:
I'm a single artist working on one PC
Working local files on PC
Perforce server and depot hosted on a LAN Synology NAS with RAID10 and 10GBe

My situation:
Between 10 to 15 unreal projects per year - all with the same structure and requiring version control for lots of different filetypes as "Project root" shown in image

My proposal:
For organisation/optimsation have one depot per year containing the 10-15 "Projects." The older the depot the less often I need to access it
Create a workspace per "active project" to manage source control for project root (misc files etc)
Create a workspace per "active project Unreal" - each workspace would be mapped to one Unreal project to allow unreal editor source integration

Since I'm limited to 20 workspaces - recycle workspaces as needed. I never usually have more than 5 ish active projects needed.
Sync the relelvant data to local machine when needed, leave on depot when not

NAS/Perforce is being backed up through separate processes

Does this make sense or am I making things overly complicated for myself? Thanks!

jagged beacon
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Yeah I think that came from not wanting to have an ever growing root with 50+ projects in it after 5 years. But maybe that's just a hangover of having files on my local machine, since these will live on the depot and my local machine will only be pulling what is active

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Instead of multiple depots then, one depot but with folder organisation per year

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So you think just \depot\projectA\ and \depot\projectB\ etc

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It was just a mental organisational thing for me, but you make a good point

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πŸ˜‚

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artists...

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Ah yes, I guess I should have clarified that the date is just creation date, if I wanted to update in 2026 I would still update the original project

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but yes it gets confusing as you point out

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are there any performance benefits to not having one giant depot?

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My last 2 years of projects comes to about 4TB in files in total

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Ok, so it might still be a consideration for me to check up on πŸ‘

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Nope, just one pc and one NAS

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ok, gotta go pick up my kids, thanks so much for your help πŸ™‚

rare holly
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I'm having an issue where my Rider IDE can't compile my project when opening it via the Perforce Work Space I've set up for it, here's an image of the error that shows up. I've configured the setting in my Rider Version Control to have it establish a successful connection to this work space but I don't know if there's anything else I'm missing that's causing this to malfunction.

jagged beacon
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The simplified version after Laura feedback πŸ‘
Will do a test local version to try it out

jagged beacon
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Everything works well in the local test with multiple directories and unreal projects with misc files.
I only actually needed one workspace in the end, not one per unreal project. Each individual Unreal project checks out the relevant files correctly

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True. The handwavy version was only getting latest on ProjectA and none of the others, then mostly working from the Workspace tree of p4v from then on

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But you make a useful point as usual 🀌

late oriole
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Hey, just wanted to ask if anyone knows where I can find some case studies on Perforce/Helix Core setups (i.e. p4ignores or typemaps) for projects with accompanying source engine forks, like how the UT files are done.

pulsar parcel
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But the bane of my existence: cropped screenshots

wide raptor
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Anyone know why UE5.3 keeps moving files to the untracked change list? They're assets. We move a box and the asset gets a red link. Doesn't make sense.

pulsar parcel
wide raptor
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Yes

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We've spent hours trying to get perforce and UE5 to work

pulsar parcel
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ctrl+f "uncontrolled changelist support"

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and this can be disabled (defaults to on)

wide raptor
pulsar parcel
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Revision control in project settings

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though I actually see Epic's motivations for this feature, and looks trivial to move them to controlled changelists

woven sluice
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yeah that isn't even technically related to perforce at all, that's unreal. had a couple people in here getting confused by it already

pulsar parcel
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on larger teams, binary asset contention is a very real problem

wide raptor
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Totally get that, for a small team, I think we can turn it off

wide raptor
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I'm beginning to think version control doesn't work well with UE5.3 lol

tender wing
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Unreal 5.3.2: When attempting to Tools -> Revision Control : Sync Content (Perforce)
It always crashes after going through files for a bit,

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000440
wide raptor
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It ALSO completely locks up whenever I try to "Submit Content". so messy

normal sphinx
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I am trying to build source and when I build the UE5.sln file this is the directory for Binaries/Win64, what am I doing wrong?

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This is the log

ornate summit
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Guys, I'm about to start a new multiplayer project in c++, and I want to create a versioning of each step with git. However, I currently cannot afford more space with Git LFS on Github. Is there a BIG problem with not using it? If it's a BIG problem, I welcome recommendations for free alternatives

south flint
ornate summit
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thxx

ornate summit
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I'm trying to push more than 5GB and it's not working, is there a limit for this in Azure Devops?

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ok, with the command "git config http.version HTTP/1.1", I no longer have problems with pushes of LFS files larger than 5gb

tulip shore
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Hi guys , pretty new to unreal source control , just wanted to know is** source tree/ bitbucket** good enough ? - (for collab)
or is there anything better to use for unreal ?

pulsar parcel
tulip shore
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Laura , Thank you so much.. For explaining !

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Got the idea.

normal sphinx
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Is it possible to delete my UE5.sln project files (after generating them) to be able to regenerate them?

merry verge
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you don't have to delete anything to regenerate them

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just... regenerate them.

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you can delete them (and you shouldn't store them in source control by any means), but there's no reason to go out of your way to do so.

normal sphinx
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I get this error when trying to build: Unhandled exception: Source file 'C:\Users\Me\UnrealSource\UnrealEngine\Engine\Source\ThirdParty\Boost\boost-1_70_0\lib\Win64\boost_atomic-vc142-mt-x64-1_70.dll' does not exist

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Which is a file that no longer exists in a NuGet Package (As I got warnings and updated the versions and deleted the old one)

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As I changed the version. If I reinstall Visual Studio that should reset everything right? Or has the changes been done in my engine?

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Oh ok thank you

eternal robin
jagged beacon
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OK, another wall of text incoming regarding P4D setup. I've included a lot of info to help deciding. I'd make a thread but it isn't enabled here πŸ˜›

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I was wondering if you had some advice on setup for the Perforce server (P4D).
I'm a freelancer who often uses Perforce when working with client studios and wanted that same proper source control in my home studio setup. I’m currently using Helix Core free.
I work with both game studios as an environment/tech artist as well as motion design/cinematic work for other clients. So, I have a large range of files, from Unreal projects and their accompanying source art such as 3DsMax files to raw 4K video content with Premiere and other content associated with motion design.
My current home studio setup comprises one PC workstation and one Synology NAS, the network is 10GbE (specs below).
I've successfully installed P4D and P4V locally on my PC and everything works fine as expected with a test depot using example project files that I would expect to be source controlled.

There are some downsides to this setup. Firstly, it is running on my workstation computer. Although my perforce is not shared externally currently, it could possibly be at some point. My workstation isn’t on 24/7 and so that could become a limitation. Next, it complicates my backup process which usually runs overnight via the NAS, since my PC wouldn’t be on. Finally, since my work is quite resource intensive, although p4d is probably not taxing on my PC I would rather put the p4 setup on another machine.

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I would prefer instead for P4D to run on my Synology NAS and wanted to compare the performance vs local PC install. I know it isn’t the recommended location to store the associated P4 server files but I thought it may still be suitable for my needs, given the benefits compared to the local setup described above.
When looking into installing on the Synology it seems there were two options which people had successfully tried: Using a Docker container running on the NAS or a manual install direct to the NAS. Both aren’t officially supported.
The Docker setup seems relatively straight forward and is quite clean and modular. From a setup perspective it would be ideal. The obvious downside is that I’m relying on a third party P4D docker image which is often quite out of date vs the current release and of course all of the associated security risks of installing P4 this way.

Manual install has the benefit instead of using the official P4D release files. It does however require some ssh and script setup which can probably be temperamental. I’m also not sure if or how well it would run on my NAS.
I’m having a hard time deciding which of the three setups to use (Local PC, Docker Image on NAS or manual install on NAS) and so was wondering if you had some feedback? Again my preference would be for the server to reside on the NAS.
Specs:
Workstation PC: 13900k, 2x 2TB 980pro NvME, 64GB ram.
Synology NAS 1621xs+: Intel Xeon D1527 4 core, 32 GB ram, 2x 400GB NvMe cache, 6x 16TB IronwolfPro drives in RAID10. ~1200 MB/s read and 750~ MB/s write over network.
Network: 10 GbE

fleet wolf
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Is this normal for perforce? My perforce project hosted on DigitalOcean size is 45GB, but locally my unreal project folder size is only 26gb. Is the perforce server supposed to be double your local server? I'm the only one using the p4 server as source control for my game, and I only have 1 project

cyan jay
# jagged beacon I would prefer instead for P4D to run on my Synology NAS and wanted to compare t...

I'll be honest, not really read the full thing πŸ˜…
But if you prefer to run it on your NAS - do it!
p4 system requirements for one person are quite modest, the specs of the NAS look like plenty.
As for Docker vs direct install, again personal preference. Whatever you feel most comfortable with. Security not really a big deal unless the server is exposed to the internet, which would be a bad idea anyway. Lots of people running old versions of p4d because the only way to connect is via LAN or VPN.

late oriole
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Does anyone know where the documentation is for the things like .tps files? I'm setting up some extra third party bin files for source control, and I'd rather leverage a system like that than commit the lib files directly.

woven sluice
foggy niche
hybrid goblet
merry verge
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perforce does have some form of compression but the size on disk is still going to increase the more you submit

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space taken on the server is always going to be equal or greater than that of perforce clients

eternal robin
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appreciate the response, will definitely check that out

woven sluice
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if svn still stores diffs for binary files and perforce doesn't (which seems to be the case) then i don't know why. different strokes for different software developers.

hybrid goblet
merry verge
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that wouldn't make binary diffs impossible, it'd just have to resolve the diffs before deleting old versions (making the process even slower than it already would be). Not that perforce operates that way, but it still doesn't change the fact that the server is always going to take up more space.

icy mortar
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x-post from #cpp

Does anyone happen to have a proper Perforce setup that works with C++? I've tried a few different setup guides, read some blog posts, I've gone through the instructions and configured typemaps.

I always end up locked out of building in C++ without checking out basically everything. It's really annoying.

I really like how simple Perforce is when working in-editor, but once you start editing source and building everything turns into a massive headache.

I have no issues with editing worlds, montages, blueprints, etc. It's just source.

wide raven
icy mortar
wide raven
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Also, I presume you have ignored following folders:
Binary, Intermediate, Saved

wide raven
woven sluice
icy mortar
teal bone
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Obliteration would be better for things you never wanted to commit in the first place, no?

woven sluice
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yeah, though it just scares some people a bit

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i prefer not to mention it unless i think a user is definitely past teh beginner stage πŸ˜„

teal bone
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πŸ˜›

wide raven
arctic merlin
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I guess this means I gotta buy more storage on github? πŸ€” πŸ₯΄

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or is there some way around it?

arctic merlin
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well I did soem reading and I'm moving over to Azure DevOps πŸ˜… question is, I can't create a new repo because the files are too big for a new project, can i go around this by cloning the repo on github over to Azure?

arctic merlin
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Ah yes, that was my bad trying to upload the entire project onto Azure.

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I'm failing to clone the github repo into Azure though, I've already spent past hour on that link trying to figure out what I been doing wrong lol

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I honestly have no clue if I'am or not lol.

arctic merlin
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Well I just made my github repo public for the time being, I had it on private before not realizing this was causing an issue with importing it into Azure.

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yep that fixed it πŸ‘ Next question, is there a way to push commits to Azure without having to use the cmd in github dekstop?

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well, lets just forget about github overall then lol. How should I push to Azure then? Searching google makes me more confused than its helping rn

arctic merlin
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Or can I push direvrly to Azure from UE?

pulsar parcel
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ADO Repos is a feature of Azure DevOps

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From there, you'd create a repo

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You'd push to that instead of GitHub

arctic merlin
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i tried changing the remote location to the Azure https link but GitHub Desktop refused to let me push to it giving me number of different reasons why this could be the case

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well i also tried sourcetree but then i'm basically just creating another repo on Bitbucket as a middle hand for Azure to clone as to my understanding which also makes no sense

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well it forces me to login to it

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too late, already have an account on it now, not sure how to logout of the app even or if I have to reinstall. I dont even know how I can add an existing repo on Azure to sourcetree, this is so confusing to a newbie like me. Just constantly filling up space with new ways trying to get this stuff to work just so I don't have to rely on backups. Edit: i'm reinstalling to maybe make this less confusing

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well how can i add an existing repo to sourcetree then

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i meant how I connect Azure to sourcetree, sorry mb

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nevermind, i somehow already have it done

sullen birch
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I'm trying to get Perforce set up for my project and I followed a video exactly. I got the server running where I want it to, and have the client on my desktop and set up the workspace, etc, and submit the initial project files. I've confirmed on the server that they're in the depot. That's all good. When I try to connect to my workspace in UE though it says it doesn't map to the project directory. NONE of the videos showed anything about mapping. They just set it up and it worked. What did I do wrong or what do I need to do to fix it?

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For reference, I have the server running on my Windows Server VM on my Proxmox host and I have the client software installed on both the server (for testing) and my actual workstation desktop.

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nvm I figured it out. The video never once mentioned the workspace folder is the folder you'd be working from. I figured stuff was just copied from your project folder to the depot. Turns out I just moved my project folder location now pepe_shrug