#source-control

1 messages Β· Page 17 of 1

chrome badge
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i guess i'll have to look deeper

golden dragon
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There's usually some crazy legalese that doesn't amount to anything. Specifically for diversion - I know the team so I really didn't bother

golden dragon
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I agree that it should reflect the company's intentions πŸ™ƒ

woven sluice
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tbh clearly all that clause means is "if we decide to close up shop tomorrow, or not-decide to have our data centre get hit by an asteroid tomorrow, or whatever else happens to your data, there's nothing you can do to us about it" legalese is legalese and the corp will simply get a bad rap and go bankrupt if they do a bad job. happy to see some competition against the other big 2 options but it's kinda sad without any standalone license + self host option

woven sluice
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indeed, everything has its price (and target audience)

hoary nova
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Has anyone else had trouble getting the Unity Version Control plugin to work? (v. 1.9.0) I'm trying to connect it to an existing workspace (which works fine in the desktop client), but it won't check out files for me, and I get log messages complaining of invalid credentials. I have a similar problem with the built-in Plastic SCM plugin (v. 1.8.0). The old Plastic plugin behaves after I disable source control and re-enable it, but I have to do that every time I restart the editor, which is why I'm trying to upgrade. With the new plugin, I don't even get that, it just fails to check out every time.

chrome badge
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so does checking out work for every stream or just the current stream you're using?

teal sail
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Just the current stream.

chrome badge
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that's what I thought

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well it turns out we did figure it out

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my team mate had a mysterious second workspace of the stream we were using

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where he had some kind of pending branching

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but we cleared that up

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so if someone has something checked in and it's not on their current workspace I guess take it from us that there might be a second secret workspace all along!

trim crane
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Does anyone know how to completely uninstall GitKraken? I want to make a screenshot of what it looks like the first time it's run after install, but I can't get back to that screen. Now, even if I uninstall and resintall, it somehow is remembering who I am and what repos I have. I've searched the regitry even and can't figure out where it is storing this data

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Never mind. Finally beat down the brick wall with my head and figured it out

steep radish
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hey guys

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please i wanted to ask is source control and revision control the same thing in unreal? because i seem to have messed up my animation blue print and i am seeing something cslled revision control and it is showing me older versions how to i get the older once to replace the messed up- once

wide raven
rustic dagger
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wait what does azure devops mean by that I need force push permission

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I own the project

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I can do anything

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LET MEEE!!

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(please ping me if you know what this is about)

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nvm I got it

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idk how

lyric root
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my workplace is attempting to connect Plastic SCM to our current server with our project on it, but I can't seem to connect plastic to it using the server's IP address... anyone have any ideas? Or a guide on how to achieve this? Thanks!

trim crane
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For those of you who use git, do you use the command line tool or a graphical client? If you use a graphical client, which one do you like best? I'm looking into them right now. Tried out GitKraken last night and was really impressed, but the free license is no good for me since I have a self hosted remote repo, and I'm not happy about things that have subscription licensing when it's not actually an online service.

trim crane
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https://eldalin.com/2024/02/29/using-git-with-unreal-engine/

I just wrote this blog post to help people who have never used any kind of source control get started using Git for their Unreal projects. It only covers the bare minimum you need to know to make Git be useful for you as a solo developer who just wants to make sure you can recover from corruption caused by Editor crashes, or to revert back to an older version of your project if you make a bunch of changes that you later decide aren't working right.

Please let me know what you think: I welcome all feedback.

wide raven
wide raven
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send feedback! Squeaky wheel get da grease

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If you want, you can complain to me : ) ( just out of interest on what is lacking )

pulsar parcel
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I'm getting a bit more mileage with Fork now. I do hate that whenever you use the CLI to run git commands, it doesn't refresh properly

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It took me a while to actually find the button to filter the commits to just a specific branch, but I suppose that's more a skill issue

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Oh and the project I'm working on has bugfix and feature branches for days, and the ability to filter that out in places such as the tracking window is non-existent

wide raven
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Thank you both for insights

trim crane
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Huh. I just noticed that Visual Studio's built in git tools are not bad. I may not need a standalone graphical client anyway

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It waas good to learn about them, though

reef oriole
hoary nova
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FWIW, the engine version was 5.2, the built-in plugin that worked after disconnect/reconnect was v. 1.8, and the UVC plugin that wasn't working at all for me was v. 1.9.

reef oriole
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OK, thanks! I was going to ask one more thing that might be related:
Is it possible that you have multiple credentials/multiple account, eg pro & personal on the same machine?
someone else reported something similar here:
https://www.unrealengine.com/marketplace/en-US/product/unity-version-control-plastic-scm/reviews
and I think it's in fact already fixed for the next version!

Unreal Engine

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

hoary nova
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Ah, that might be it, I do have multiple UVC accounts.

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Anyway, thanks for getting back to me!

reef oriole
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Nice! That's the explanation then, I fixed something related in using the proper credentials in January, and I'll release a newer version in the coming week if I can

lyric root
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So we currently have a server hosted by Digital Ocean using perforce. My team wants to move our version control from perforce to Subversion. How can I connect Subversion with the project currently on our Digital Ocean server?

pulsar parcel
pulsar parcel
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I know you have strong opinions about P4, but it's way better than SVN that's for sure

pulsar parcel
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I did have that thought, maybe they got to the 5 user limit with the free tier. Though with a small team I would still choose Git, but there's a bit of a learning curve for people that are more familiar with trunk-style development

lyric root
stray furnace
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What's the standard practice for vcs on engine plugins? Basically I'm sick of having to copy across different machines

As painless as I find Perforce the majority of the time, it seems to absolutely hate when you set the workspace root outside the normal client perforce workspace directory you'd put your game repos in (i.e client mappings aren't correct so it can't find the files).

I suppose I could just add them as plugins for my project under the usual folder in the root but that seems to get pretty hairy in my experience.

I could also use git but the repo sizes would blow up I'd expect

Edit: probably gonna use the plugins folder - it's buggy as hell though and doesn't see the plugin exists in my project when I look - instead choosing the engine version of the plugin which is how I ended up on this silly zig zag of trying silly ways to solve the problem

woven sluice
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putting plugins inside your project is absolutely not buggy in and of itself

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for overriding engine plugins? it should just work ℒ️ ... yours isn't?

young gorge
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Hi guys anyone use Perforce with UE5

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" Your changelist submit attempt has been rejected because
one or more file paths opened for add vary only by case
from existing files/directory paths. Creating file/folders
that vary only in case from existing paths causes inconsistent
behavior across platforms with different case handling behaviors
(e.g. Windows, Linux/UNIX, Mac OSX). Thus, adding case-only
variations of existing paths is strongly discouraged."

woven sluice
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hmm, i think this means you left the default "case sensitive" server setting as "on" when you set up your server. are you working on windows or linux?

young gorge
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windows!

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you got time for a call real quick? @woven sluice

woven sluice
young gorge
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okay ill check it out!

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ahh i see my case handling is sensitive @woven sluice

woven sluice
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yeah... which makes sense if your developers are all using linux, because then everyone should be case sensitive. but with people on windows, this happens...

young gorge
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just neehe is using windows as well

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so should i made this insensitive?

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he is *

woven sluice
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best if everyone is on windows and it's insensitive IMO, and if any linux devs ever join up you can either fire them or let them figure out how the heck to make their crazy dev environment work

young gorge
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can u pm me so i can show u something

woven sluice
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nah just here

young gorge
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okay haha

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Server version: P4D/LINUX26X86_64/2023.1/2534247 (2023/12/15)

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we are very new to perforce

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thats our server veersion

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so how do i make it insensitive?

woven sluice
young gorge
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okay cooll thanks!

woven sluice
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if your project is very young and if wahtever instructions are on this page are nuts, you could consider tearing it down and starting again of course (only saying this because i know when you're new to P4D and linux this is like barbie trying to read klingon)

young gorge
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XD

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yeah we are very very new to perforce as we were told by many devs that its the "best" but we did not realize there was this much to it lol

hasty schooner
slate pulsar
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Off the top of your head, is there a good way to remove past commits to save space while using github and Unreal? I'm using Git desktop, works well, I just don't know how to get rid of commits or general cleanup. Any keywords would be handy!

slate pulsar
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Correct

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I'm using LFS

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That's what I was thinking too! Also, thanks for answering!

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Yeah I'm paying around $20 for 200 gigs at the moment haha
Perforce would be good but in my previous experience, it was just as weird doing cleanup.

Is it possible to delete like 20 previous commits and keep the last 3? Would that be possible and or harmful?

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Or just clone out like you suggested

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That's pretty good!

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Side note, I'm more of an artist and blueprint coder so this source control back end stuff freaks me out haha

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Lol, I'm a solo dev so it's been good for me. When working in a team it's pretty bad though

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Thanks for some key words, I have something to study now! Thanks again for answering!

cursive yoke
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Hello guys, any idea how to fix it?

zealous cargo
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Hi all. I am new to source control. What is the best option?

wide raven
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VCS ROUNDUP

git : great for lone devs, zero budget, file locking with lfs. free only for public repo

svn : middle ground. has file locking

perforce : game industry standard, on the expensive side

plastic : hearing good things but is a bit niche, hard to find info

Free?
Everything (?) is free if you host your own server.

Good deals:
* Azure DevOps: $0, unlimited space
wide raven
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@late thicket How would you rate the options based on price? I think github is free but only for public repos? I guess other free options always rely on you setting up your own repo server?

foggy niche
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Guess who got Angry β„’ after all?
https://miltoncandelero.github.io/unreal-git

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(Yes, I didn't mention partial clone, it's for a future post where I compare default clone, shallow clone and partial clone, it's comming soon β„’)

foggy niche
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it ended up being ridiculusly slow πŸ₯²

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I need to rewrite it without using the git executable and directly handle the git files

foggy niche
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I use plumbing commands as much as possible

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but reading commits back to find the last one to modify code and mark that as build needed ended up being kinda bad πŸ˜…

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(I probably should look into multithreading it πŸ€” )

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yeah, I had the list of every file I should target

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(also, you were right, I should have used avalonia πŸ₯² )

unborn perch
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hi, i have issue with UnrealGameSync in Release Branc

long mural
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why when i try to get latest from perforce, it misses files?

wide raven
stable tendon
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Semiconductor is bigger than gaming, just saying πŸ˜‰ ... Also, architecture, digital twins, media & entertainment (Aquaman 1&2, Flash, Game of Thrones, Ted Lasso, broadcasting, to name a few...). Don't forget about financial institutions!

stable tendon
foggy niche
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I am not one for revenge... but petty revenge? oh boy, count me in 🀣

stable tendon
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I'll be at GDC, hit me up at the booth if you're going! I'll hook you up with some Perforce swag.

foggy niche
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Sadly, I won't πŸ₯²
But thanks for the offer 🦾

lyric root
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Using Plastic SCM in UE5.3, does anyone how do you change your user name when connecting to version control?

polar mulch
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Hey! We setup UGS with perforce for our team but I noticed it always gets binaries even though they haven't changed. That is, UGS get binaries and unzips them even for data only submits, which is a bit cumbersome for some of our remote team members. Is there any way to prevent that? So that UGS only gets binaries for code submits? Maybe we missed a setting somewhere?

silver token
polar mulch
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it already does check that the binaries are in perforce because it grays out the changelist until the binaries are generated and submitted. Which is weird then that it just downloads them over and over again even if there are no changes.

silver token
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I’d have to see what ours is doing for non-engineers. I wouldn’t be surprised if the log says it’s syncing even when it’s not (because p4 says you already have that zip). And then it reunzips that file you already have. But I couldn’t say for sure.

polar mulch
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you are probably right (that perforce is not downloading it again) but UGS is just doing all the "get latest, unzip" process, which takes a while (as opposed to an instant/few seconds without UGS)

devout walrus
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Hey if using perforce what's the typical way of moving files to another folder? I tried doing it in unreal and submitting the changes but it didn't like that. Either that or I missed a step. Even tried fixing redirectors.

merry verge
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For assets, move them inside unreal. This will leave behind redirectors.
For anything else, either move them via P4V's move operation or with whatever perforce integration you have for whatever tool you use to edit those files.

devout walrus
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What about world partition files?

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Fall under asset I imagine

wide raven
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P.S: remember to fix up redirectors, better to clean those out

pulsar parcel
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Maybe I was wrong about Fork being the best Git client because its interactive rebase feature is broken

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If you take longer than 5 minutes to make your selections, the rebase window just closes itself without prompting, and will perform a rebase non-interactively

pulsar parcel
devout walrus
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Moved the maps in unreal then things seemed to break perforce side

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Was just attempting to keep things together in that project is all. Will probably have to go through and just revert some things.

pulsar parcel
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break in what way? it would just p4 add the files in the new location and p4 edit the old ones with the redirector

devout walrus
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Yeah I figured but now it can't find the files

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Was connected to source control at the time as well

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Files still exist in depot

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Just not workspace

pulsar parcel
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well if they exist in the depot view that means you must have submitted them at some point

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unless you mean the other way round

devout walrus
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Likely, i'll just have to follow directories and fix missing links.

pseudo granite
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any ideas?

rare citrus
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I am trying to reconcile offline work in a massive repo (the entire UE5 folder in our Perforce) and it appears that P4V crashed when I let it run overnight 😭 Is the commandline more stable? I've tried running reconcile on commandline and it just hangs forever even when I limit the scope to a small folder so I'm not sure its even working...

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I've been trying to do reconcile via P4V GUI folder by folder, but there's a few files that need to be reconciled in the root folder...

wide raven
rare citrus
rare citrus
wide raven
rare citrus
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i've got an i9-12900K and 64gb RAM, I would consider my machine fairly modern πŸ˜‚

wide raven
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that's a pretty slim build of the engine : O

rare citrus
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this isn't built

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just the code grabbed directly from Github

wide raven
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ahh

rare citrus
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we're upgrading engine versions, I just need to create a diff history between 5.0 and 5.3 by overwriting the source code with Reconcile

wide raven
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yeah, I don't see why that should fail, it seems reasonable

rare citrus
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Hmm, maybe our strict authentication timeout kicked me out overnight or something

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i think we require credentials every 12 hours or something insane

wide raven
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With good PC I can't see that taking more than an hour or two still... though granted it's probably a lot more separate files, at least 1 GB of our project is big hunks of graphics and audio

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yeah, our project is on 20k+ individual files, even including intermediate stuff

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I guess you could just brute force Reverting or Force Get Latest on the root files, depending on what your base point is?

wide raven
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I see I see

woven sluice
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PSA for slightly relevant channel, if you use teamcity update it NOW. major vulnerability. I just lost my machine entirely because my last update I ran was mid February

stray furnace
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I'm using the cloud version, so presumably it's not as dire for me, but still not impressed with how they handled that for the self hosters

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Though apparently Rapid 7 also released a disclosure on the exploits before Teamcity fixed it ( depending on who you believe, as a fuck you presumably because they couldn't come to an agreement) which was also naughty

stray furnace
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It's time to stop using Java (half joking)

serene agate
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Is anyone familiar with index.lock files on git?

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Everytime I try to merge the master branch into my own branch it keeps giving me this error pop

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I've tried many ways of getting rid of the lock file

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and whenever I do remove it and try to merge again it comes back without fail

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I've tried to find git bash commands for this issue but have had no luck

stable tendon
rare citrus
stable tendon
edgy fiber
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Curious...did you ever track this down?

shut canyon
quaint obsidian
foggy niche
foggy niche
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If you want to build it, you need a c compiler to build the GL gui framework

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Check the fyne page for the instructions on that πŸ€”

serene agate
serene agate
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thank youu

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Does Rebase just do the same thing as merging?

shut canyon
shut canyon
hasty schooner
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I have a coworker who submitted a massive CL (10k+ files) and UE crashed trying to update the content browser. P4 sees the submitted CL properly, but the content browser still shows the files as waiting for submission. Any ideas?

woven sluice
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Not sure if I understand the situation/problem

hasty schooner
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It's a UE issue where it crashed during submission and doesn't update the UE Source Control to accurately reflect that the files were submitted.

faint cairn
frail condor
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If I have a file named "Dude_AnimBP"
and I renamed it as "Dude_AnimBPold"
and created a new one called "Dude_AnimBP" (same name than original name)
and I replaced all the pointers of the previous file to the new one

Should I make at least ONE submit to my Perforce stream WITH Redirectors,
so there are no conflicts with other workspaces/users and streams?

faint cairn
frail condor
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thx

serene agate
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I read the whole doc that is pinned and it actually does explain a shit ton

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I am glad I read it, it clears up so much

frail condor
serene agate
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Git

serene agate
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It explained so much

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I am going to try and not use github desktop as much but I am not sure if my team will be able to do the same

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considering our school drilled it into our brains to use Github desktop

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I would've much rather them showed us the real ins and outs of git

serene agate
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@foggy niche Sorry for the ping but I have a quick question relating to git, on my github desktop it says I have 5 commits from the master branch that are not on my own branch but when I rebase into my branch from the master it says its up to date

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and When I check on fork it says it is up to date as well

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I am just curious why this is lol

foggy niche
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does it say "ahead" or "behind"?

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oh, ghd πŸ€”
is the arrow up or down?

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πŸ˜…

serene agate
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Ahh one sec had to restart my computer since my discord was buggin outπŸ˜…

serene agate
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But when I select rebase it's fine

foggy niche
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run
git diff --name-only HEAD...origin/master
and show me πŸ˜…
I don't need the filenames, I just need what it will say at the beginning

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it will say ahead or behind

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or up to date πŸ˜…

serene agate
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Bet

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One sec

foggy niche
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HEAD is "where you are now"
origin/master is "what is uploaded right now"
... (three dots) is "tell me how their commits are different"

foggy niche
serene agate
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So this checks what is uplaoded to the master branch correct?

foggy niche
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ok, that was not the command I wanted πŸ˜…

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lemme google which one I need πŸ˜…

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oh, the dog 🀦

serene agate
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No worries

foggy niche
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git log --all --decorate --oneline --graph HEAD...origin/master

serene agate
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I need to make a text file or doc with all the git commands it's getting hard to remember them all lol

foggy niche
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All Decorate Oneline Graph

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A DOG

serene agate
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OH

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That's clever lmao

foggy niche
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I wish it were my invention πŸ˜›

serene agate
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Hmmm

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This is a similar view as to what fork shows me lol

foggy niche
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I... am not seeing HEAD in that graph 😐
I see origin/HEAD but not... HEAD (nor Carlos for that matter)πŸ€”

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just git status

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maybe we are time traveling?

serene agate
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Possibly...

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Looks like I am working on my branch

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is there a particular command that checks to see if I am up to date with the master?

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I found one

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'git status -uno'

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Up to date with my own branch πŸ˜…

foggy niche
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yeah, origin/Carlos is the uploaded version of your local branch

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but the git log doesn't show origin/Carlos 😐

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let's try be very specific πŸ€”

git log --all --decorate --oneline --graph origin/carlos...origin/master

serene agate
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Bet

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Seems like it shows the same info

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I don't want to merge it into my branch using ghd since everytime I do it gives me a lock error

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And it does not actually merge as far as I know when I fix the issue

foggy niche
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git rebase master carlos should put carlos on par of master πŸ€”

serene agate
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So it looks like according the the bash window I am up to date

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but now Ghd says I need to publish my branch and push the changes

foggy niche
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run this now
git log --all --decorate --oneline --graph
I want to see the graph one last time

serene agate
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This is more of an advice question I just read your doc today and would you recommend to stop using ghd even tho I've already been working with it on this current project?

serene agate
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Should I push the to origin first on the ghd before running the command?

foggy niche
foggy niche
serene agate
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strange*

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Seems to be the same graph

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The recent parts at least

foggy niche
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Carlos is up to date with master πŸ₯Ή
we did it!

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git push to update origin/carlos

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and you are done

serene agate
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Sorry to ask but where does it say that it is up to date?

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I might just be blind

foggy niche
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you are exactly like master is
nothing on your side to add,
nothing on master that you dont have.

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oh, where

foggy niche
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HEAD->carlos means "head is at carlos"
and it's in the same line as master which means it's at the same point in history

serene agate
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So it's thatt text pointer stuff that was talked about in the dock

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the address is pointing to the same dat

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data

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so they are updated

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I am fully updated hell yes

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Thank you so much @foggy niche I appreciate all the help

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These past few days I've learned so damn much

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From everyone here lol

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And the doc cleared up so much

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One more question sorry to be such a bother but should my teammates who still are using ghd rebase on their end instead of merging?

foggy niche
serene agate
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We've been having eeevilll merge commits all damn week

foggy niche
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cualquier cosa, avisΓ‘

serene agate
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Claro que si

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Muchisimo gracias por la ayuda

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Me rescataste

rare citrus
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Does anyone know why Perforce sometimes doesn't branch all of the files in a folder / subfolder hierarchy?

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Using P4V, right click a folder in a depot, branch... Later I find out that some of the subfolders didn't get branched

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This is a big problem when branching to upgrade engine versions

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This is after branching vs the source of the branch. There's obviously a bunch of files missing

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Navigated to Content/Items in P4V, branched, and now its branching the missing 1927 files... Previously, I branched the Content/ folder, so I would have expected Content/Items to be branched too 😐

pulsar parcel
rare citrus
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I'm trying to get files from Main stream into MergeTest stream

pulsar parcel
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well when you create a stream, don't you populate? but I'd usually use merge/integrate for bringing files across, or copy if it's just overwriting everything

rare citrus
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I didn't populate when I created the stream, becaues its 180k files and Perforce kept crashing

pulsar parcel
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populate is usually a fast operation that doesn't run locally anyway

rare citrus
pulsar parcel
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and you can run p4 populate from the CLI

rare citrus
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right click -> branch in P4V seems to be calling the populate command

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which is why I haven't bothered to try the CLI

pulsar parcel
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a populate is usually the entire stream contents

rare citrus
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Well, its missed about 20k files somehow

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I just tried clicking Merge / Integrate and it found those 20k files so maybe its solved now 🀷

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it needs to resolve the changes first, and I think when I tried that yesterday it just froze the server. We upgraded server hardware overnight so maybe it'll work now

pulsar parcel
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well a quick p4 populate //project/main/... //project/targetstreamname/... after stream creation should work fine, and it has done for me in the past without any randomly disappearing files

serene agate
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@foggy niche sorry to be a bother but whats the best way to merge my changes on my branch onto the main branch? I believe that I have rebased to the master branch but I don't see the change on the master

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so I feel like I misunderstood some of the steps πŸ˜…

foggy niche
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if you rebased successfully, then your branch is "ahead" of master. That means, it has changes that master doesn't have but you have all the changes master has.

You can just merge your branch into master, it should do a fast forward

serene agate
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Ohhh okayy

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So the second line implies that it is ahead of the master branch

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Finally pushed it fuck yeah

serene agate
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I thought I did it right but my teamates are having issues

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They can't seem to pull

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I am trying to revert my change and it seems that I did do it but it won't allow them to pull the revert change still

serene agate
#

I am trying to fix it on their end by trying to guide them on how to use git bash

serene agate
#

For real

#

this has been my first game jam but it has honestly been painful

#

I've learned a lot which is great but God I've been hating every second of it

#

Yeah I am going to try and stop using GHD entirely

#

I've been trying to familiarize myself with commands on git as well as fork

#

I have been doing that πŸ˜…

#

Just with my recent merge I did with the master branch somehow it only did it locally?

#

I'm still trying to wrap my head around what happened, I fixed the issue eventually but I still don't know what exactly happened

twilit valve
#

Hello, πŸ‘‹

I have a question about Perforce in the cloud for anyone who's familiar with Perforce and DigitalOcean.

I'm considering moving our Perforce depot from a local machine in our office to DigitalOcean. Is it possible to do this while preserving our history? I've read a bit about moving a depot to another machine but nothing about DigitalOcean in particular.

Any advice would be appreciated. πŸ™‚

Cheers.

pulsar parcel
twilit valve
#

That's the basic process then? Just restore a backup to DigitalOcean, and then point all the workspaces to that new IP address?

frail condor
#

Is Perforce folder with your workspaces meant to be in C:/ ? "C:/Perforce/My_Workspace"
it makes the folder "read only"
is working well, but I have a project that always try to open a AnimBP that I already deleted and I wonder if is because that

pulsar parcel
frail condor
#

thx I will into that

haughty yoke
#

for 2-4 developers using unreal, what would be the best source control and what would a remote server for it need? hardware wise?

#

building a space game with all developers being "part time" at most

#

i can store extended backups at home, but my home wifi is limited to 25Mbps

serene agate
#

It’s free and you get lots of storage

#

Perforce has always been great for me at least when it’s set up correctly, and git seems to be good too

#

Try to avoid GitHub desktop I’ve had only problems with it so far

valid vine
#

could someone provide me the rundown or basics of how to use azure devops with unreal? Ive only ever used github before. Id love any information for the basics or how to get started

valid vine
#

Should I instead go with perforce?

#

This shit is so confusing, so perforce is the front end but you still need somewhere to host the files. Is that correct?

#

As cheap as possible. I dont mind paying, I just want to understand what I am in for

#

I see helixcore is free for up to 5 collaborators

#

so it would just need a hosting "backend" correct? Like azure

#

This is alot at once so I am just trying to wrap my head around it as opposed to a simple git + lfs commit

#

Its not but I like the idea of learning perforce and all that since its so widely used among studios

stray furnace
#

Never had a good experience with git and unreal engine so went with the gold standard and never looked back

#

Perforce isn't that hard to figure out IMHO, it's just annoying sometimes like any other vcs

#

Recommend the Digital Ocean instance since they setup some basic database backup schedules in cron jobs for you (which you can then use to backup elsewhere)

valid vine
#

Have you ever used azure with perforce?

merry verge
#

Unless you are paying for one of the two managed perforce hosting options you are doing all of the server administration yourself. Whether that's on azure, DO, AWS, or whatever else there is little to no difference aside from which service's control panel you use to create a virtual machine.

#

And pricing of course.

valid vine
merry verge
#

I mean that I hope you're up for learning how to administrate a linux system on command line.

valid vine
#

I am, I have no issue doing challenging things, its how we learn, I will look around and see what I can find. Thank you for clearing it up a little

stray furnace
# valid vine Have you ever used azure with perforce?

No, I just use Teamcity cloud (which has really good perforce integration) and never looked back after setting up all the unreal specific build automated packaging and testing (which took the majority of the time).

Wherever you do it though ci/cd is a must.

I roll my eyes when I still see people say not to bother for game development

neon patrol
#

Hello,

I am looking to backport a fix for Niagara Audio Spectrum to UE 5.2 (source).
https://issues.unrealengine.com/issue/UE-152571
https://github.com/EpicGames/UnrealEngine/commit/ed8e30a33376c0bb77888a293432ab848edea2eb

I tried to apply the fix manually, but I'm not sure about the right procedure after saving the updated scripts. Simply trying to open the project after saving, fails.
I tried to rebuild the Niagara plugin using RunUAT.bat, which failed, but once again not sure if this applies here.

My question is, do I have to rebuild the entire engine, just the project configurations, just the plugin, or is it enough to do a full rebuild inside the editor when packaging, rather than rebuilding in VS?

Unreal Engine

Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

neon patrol
#

Thanks for replying. Packaging returns an unknown error, but I will look into that.

serene agate
#

Does anyone have any advice on how to work with teams on Unreal while using git?

#

I don't ever want to use github desktop ever again

#

but I want to be able to have my teammates do the same I just am not sure how I'd go about getting them to push and pull

#

Ideally I'd want for them to learn git and push and pull that way but I am curious if there is a good way for multipl people to work on git

#

If anyone has any advice it'd be much appreciated

woven sluice
# serene agate I don't ever want to use github desktop ever again

i think everyone thought before that you were aware that GitHub Desktop is just a button panel, and there are other button panels you can use to run git instead of it... but this message makes it sound like maybe not. so, have you tried any of the other hundred git clients? Git-Fork, GitKraken, SmartGit, SourceTree, etc?

GitHub is a git service provider, but there are others. search this chat for Azure Devops if you don't like GitHub.
search for other git clients (aka git UI's) if you don't like GitHub Desktop.

rose barn
#

i followed the pinned instructions but feel they might be more setup for single pc use? I did the server install on another pc, then setup workspace on my personal pc. the two are not syncing: Hoping I just missed a step but this is the video ive been following

https://www.perforce.com/video-tutorials/vcs/start-collaborating-unreal-engine-and-helix-core

pulsar parcel
rose barn
#

i have to headout to an appointment here shortly but will answer back when i stop driving. I have installed the helix core and using p4admin on my server. then i go on my personal pc and setup the p4client i believe this is correct? Then when I go to create a workspace I should be referencing the server IP or hostname:1666 ?

I've tried this, loaded up a test project on my personal pc, but it doesnt reflect any of this on the server p4admin

#

just enabled 1666 and im guessing that might have been my problem. playing around with this now

pulsar parcel
rose barn
#

How’s workstation name if ip isn’t static

pulsar parcel
#

I'm not sure why you wouldn't make it static either through networking settings or DHCP but yes, you can use hostnames

flint veldt
#

Hey there. I'm new to UE5's source control. I'm setting up a Git repository. I have these 3 installed. How do I set up and use Unreal's Revison Control?

wide raven
#

For some reason they don't have a git section but the general procedure is probably mostly similar

flint veldt
#

Wow. So it turns out that I already had everything set up. All I had to do was click, "initialize project with git" and then accept settings... that was really intuitive and easy.

analog lodge
#

Heya,
as 5.4 just came out in preivew and has a few features I might actually want real soon, I was thinking if I should finally try and set up a branching system.

IΒ΄m just thinking out loud here, but looking for tips/advice.

Background
We ONLY do linear content productions using Unreal, so no game stuff.
We have set up a constantly evolving MasterTemplate we import or import+ into all our projects.
All projects are set up as mainline streams in a stream depot (one depot per year, exception multi-episode TV shows that have their own depot).
(We use Perforce btw)

So, what IΒ΄d need is just ONE branch of the mastertemplate depot, right?
And then any future projects that should use the branched 5.4 version of the mastertemplate would just get pointed to import from there.

So far IΒ΄m pretty clear.

Now the foggy part:

  1. Lets say I work in the 5.4 branch, adding control rig components for example.
    As long as the mainline stream is still on 5.3, I cannot push back anything up from the 5.4 branch, that is NOT in 5.4 (like the new control rig stuff or anything using runtime nanite tesselation), correct?
    But what if I just add some textures or skeletal meshes, while experimenting? Could I savely push THOSE back or should I still rather add these elements in the 5.3 branch and ONLY add features in the 5.4 branch that IΒ΄m sure I wonΒ΄t have to access in the 5.3 main stream?

  2. Once 5.4 is out preview and I can update the main stream...Can I then just savely merge everything I added in the 5.4 preview branch or are there things to consider?

#

I also really need a cheat sheet about which assets are binary and which are code based, so I know where I can actually use diff/merge stuff which IΒ΄ve never used before.
But now IΒ΄m starting to build some blueprints too or stuff like the control rigs...

#

Yeah, IΒ΄m not using the right terminology, but I think I explained what I meant.

#

You canΒ΄t diff textures or skeletal meshes, but can you diff blueprints?
So, if I work on a blueprint in the 5.4 branch, can I diff back changes back into the master that is still in 5.3, if necessary?

#

DonΒ΄t really know if diffing makes sense anyways for our purposes.

#

This is how I would set up the 5.4 branch.
Not sure wether I need to check the branch checkbox...is that something I could still change later on?

#

Using Perforce btw...:)

rose barn
#

as a client , do i need both or just the p4?

rose barn
#

ty

fiery pelican
#

I'm getting an error in UE5 when trying to submit a changelist to source, but it's not giving me much to go on. Wondering if anyone is familiar with it. It just says "Command: CheckIn, Error" open for read: file path : The file name, directory name, or volume label syntax is incorrect." This seems to be happening on a bunch of uassets, they're button textures.

light saddle
#

Anyone know how to deal with uncontrolled changelist? I realize it contains assets (umap and uassets) that were last saved in august of last year, but they were deleted and don't exist in my project anymore.

light saddle
fiery pelican
light saddle
#

good to know πŸ™‚

fiery pelican
#

ah! sorry, wrong channel!

low gust
#

I am havingg issues changing the game icon. some times it orks some other doesn't. I suspect it has something to do with perforce, but I am not sure about this. some times it displays a message sayin it can't mark the file for add, but sometimes it works when I package the project and some other it doesn't.

does this happens to anyone too? and how did you resolved it?

solemn forge
#

Is it possible yo use helix core while having multiple people work on a project in unreal engines 5 multi-user grouping?

analog lodge
#

Dumb question:
I just branched our master template project to try out 5.4 preview, but I think it requires some stuff from the starter content pack and that wasnΒ΄t enabled in the master template project and now I got some issues because some stuff couldnΒ΄t be created, as its not in the source controlled depot...
How can I manually add the starter content pack to the project, do I need to first set up the mappings for it in my stream?

#

Pls ping when replying!

ornate matrix
#

Hello,
What folders in the project should be ignored on version control ? (e.i: Saved)

#

Thanks

#

Im just rebooting a perforce local server to my project

#

Last time my server couldn't allow any push because of content in saved folder

pulsar parcel
#

There shouldn't be any content in Saved

#

Also ignoring Build is a bit of a meme, depending on the project anyway. It should be something like Build/FileOpenOrder or whatever it is

ornate matrix
#

The p4v is super slow

#

Any reasons ?

pulsar parcel
#

doing what?

ornate matrix
#

opening windows and stuff

#

or for eg, trying to create a workspace

haughty yoke
#

ok so i somehow mistakenly setup azure years ago, so the free year of storage and such is gone, is there another alternative, the base asset size is like 68gb and most "free" storage options stop at like 15-30gb

patent dagger
#

Anyone know if those 20 workspace are per person or for all the users together?

pulsar parcel
patent dagger
#

thanks.

ornate matrix
#

this prompt is kinda confusing me

if i add files, will it copy them to my workspace folder ?

patent dagger
#

For the first push you want to add your whole project to your workspace folder.

#

And select and add.

#

@ornate matrix

ornate matrix
patent dagger
#

one sec

#

click that.

#

create new

ornate matrix
#

yep thats what is just did

patent dagger
#

Then you put your whole project in Test.

ornate matrix
#

so, the main folder, or the folders

patent dagger
#

Which ever you prefer.

ornate matrix
#

okay

patent dagger
#

ANd make sure your mappings are similar to the one i posted.

#

On my end i always have to delete a few lines and make sure that is first read your depot and then your workspace.

ornate matrix
#

what is a workspace mapping ?

patent dagger
#

//blabla_depot/... //Test/...

ornate matrix
#

i got this

patent dagger
#

blabla is the depot and Test is the workspace.

ornate matrix
#

its called "view"

patent dagger
#

that looks fine.

ornate matrix
#

and its like this here

patent dagger
#

yes, next to it are your worksapces.

#

The depot is the server, the Workspaces are the folder that link to one of the deopts on the server.

ornate matrix
#

yes i understood that

patent dagger
#

You work from the workspace folder.

#

It looks fine.

#

If you don't get any messages like: can't clobber or mappings something, you know your mappings are correct.

ornate matrix
#

ok great

#

the p4ignore works to

#

idk how i get some issues first time

patent dagger
#

that's good.

ornate matrix
#

if i understoof correctly, i want to remove files or folders, i should do it with "mark as remove", instead of deleting in the file explorer ?

patent dagger
#

Yes.

ornate matrix
#

last time i got some "cant open ..." errors

#

ok ty

patent dagger
#

You go either UE or do it via your workspace.

#

because otehrwise the server wouldn't know and you get conflicts.

ornate matrix
#

and if i want to remove the files on the workspace to ?

#

how do i do this

#

doing "mark as remove" removes the files on depot

patent dagger
#

So its advised to never delete stuff from your workspace root folder manually or make your files writable.

ornate matrix
#

well i did some tests and i want to make it clean again

patent dagger
#

unless you absolutely have to, but then you should be really familiar with perforce.

#

You can, just delete both, but depending how you do it, you need server acces to obbliderate the depot.

#

you can also just mark the whole project for deletion and whipe the server that way.

ornate matrix
#

what is a "uncontrolled changelist" ?

#

how can i make it to a regular changelist and submit it

patent dagger
ornate matrix
#

i think its more a UE thing than perforce
its all the stuff that i made since the creation of the project

merry verge
#

uncontrolled changes are a UE thing

#

it's just unreal's way of tracking files you don't want to tell perforce about

ornate matrix
#

well they are in Content, they are in my perforce depot

merry verge
#

for example, if you want to mess with some random files without checking them out and locking someone else out from modifying them

merry verge
#

perforce has no idea what you've done with those files.

ornate matrix
#

i just setup the depot and linked the project to it

#

how can i submit them ? UE doesnt give a option to do so

merry verge
#

you have to move them to a real changelist

ornate matrix
#

how

#

i tried

merry verge
#

...drag them to another changelist

#

or right click > move to changelist

ornate matrix
#

already tried

#

no such option

merry verge
#

sounds like you haven't linked unreal to perforce

ornate matrix
#

i can do chanegs and submit them

#

but i still have this uncontrolled changelist

merry verge
#

so again: drag the files into a real (not uncontrolled) changelist

#

if you don't have a changelist, make one.

ornate matrix
#

you mean like that ?

#

when i drag and drop there is a quick popup that doesnt let me the time to read but nothing happens

merry verge
#

alright. Close unreal, open up p4v, right click your content folder > reconcile offline work (this can take a while depending on the number of files in that folder)

#

those files are in a weird state where unreal can't seem to add or check them out

ornate matrix
merry verge
#

Sounds like unreal is hallucinating some uncontrolled files. It happens sometimes Β―_(ツ)_/Β―

#

you can go through the list and just make sure those files exist in perforce. Check them out manually and submit if you really want to be sure.

ornate matrix
merry verge
#

then just ignore it

ornate matrix
#

they still stay in the uncontrolled checklist

ornate matrix
#

i just wanted to be sure its not going to be something bad later on

#

ty for helping

woven sluice
# ornate matrix and its like this here

sidenote: looks like you're using a classic depot. you might want to learn about streams depots. you don't have to use streams depots but i would propose that most people prefer them after they learn how to use them instead.

ornate matrix
pulsar parcel
ornate matrix
#

im only using it for local stuff

pulsar parcel
#

even still, branching is a full deep copy

olive rock
#

Im getting the classic: SSL connect to ssl:MyIpHere:1666 failed .
Remove SSL protocol prefix from P4PORT or fix the TLS settings.

Does anyone have any suggestions for this? The worst part is sometimes it'll work and then other times it wont

solemn forge
#

Is it possible to use helix core while having multiple people work on a project in unreal engines 5 multi-user grouping?

pulsar parcel
ancient sun
#

Does anyone know how to safely shrink the .Git folder? It's taking more space than the project itself I believe. I don't mind if I have to delete commit history as the latest builds are all I need right now.

olive rock
analog lodge
#

Ok, so, I branched our mastertemplate stream depot in perforce, that we import from into all our projects, so I could try out the new Unreal 5.4 features.
IΒ΄m also considering to create another branch to enable substrate and play around with that.

IΒ΄ve never done this before and IΒ΄m still a bit foggy around how to deal with updating them...
I obviously cannot update anything from the 5.4 or substrate branch back into the mainline, at least not until I decide to also upgrade that to 5.4 or substrate.

#

But what about the other way around?

#

Do I simply "get all" in the dev stream for 5.4, if I keep adding things in the mainline?

ornate matrix
#

is there any cloud hosting services than I can use with perforce that are free or have low pricing ?
i am a solo dev and my project is less than 30gb

#

is perforce only compatible with specifics hosting services, or can I host it on anything ? (for e.g: a Hostinger VPS)

ornate matrix
pulsar parcel
#

How doesn't it look like it?

#

The DigitalOcean instructions are going to be pretty similar to what you would do with most VPS providers

ancient sun
#

All this sounds confusing to me haha, I do commit to a repo that's held online so that others can ofc pull from it. Issue is my git folder is huge when I don't believe it should be especially since I deleted a bunch of large assets in the project I don't need. I don't what what here can be deleted safely as I dont know what the result of it would be.

ornate matrix
pulsar parcel
ornate matrix
#

mb, english isnt my main language so i misunderstood "on premises"

#

now i need to find out what specs the server needs

dense ginkgo
#

Hi, I accidentally started p4v before connected my external drive which has the workspace on it and it gave me an error that there was no user or whatever valid so I shut down my pc, connected the harddrive, then rebooted. Now I can't start and only get this error Partner exited unexpectedly (edit: reposting image below with server name blocked):

#

Anyone know how to resolve this?

#

p4 info, p4 clean, p4 revert, p4 logout, all give me this

pulsar parcel
# dense ginkgo

If all commands give you this then it might be an issue on the server

#

the server log will typically tell you what's up

#

in addition, I would make sure your environment variables are set correctly (see p4 set)

dense ginkgo
#

i typed p4 set and idk what any of that means but it looks right to me

#

and given i've been using the server constantly all week with no issue i dont see why they wouldnt be

dense ginkgo
#

thanks

pulsar parcel
#

well if you don't know what you're looking at with p4 set, how do you know it's correct?

dense ginkgo
#

im guessing

#

actually one of them im unsure about. what should p4client actually =? the workspace name?

pulsar parcel
#

p4client is usually the workspace name but it doesn't have to be set

dense ginkgo
#

ok it wasn't set, and i set it to the workspace name in an effort to fix the error and it didn't do anything.

#

so by idk what im looking at i meant i don't know how one of these being wrong in some possible way would result in that error, or know how to identify that something is wrong and would result in this error, and if i did know that, i also don't know how to rectify the error (or rather i would know how, if i knew how to identify a mistake)

#

i shall leave it up to the server admin πŸ˜›

#

thanks for helping

pulsar parcel
#

a few people online remarked if p4editor is set but invalid it can cause issues with p4 commands that open a text editor with that error message

dense ginkgo
#

would notepad.exe be invalid for some reason?

pulsar parcel
#

probably not

#

but p4 info wouldn't require it anyway

woven sluice
ornate matrix
#

for real, is there specs ?
this will decide it i host it in my home on a small machine or in a third party VPS

#

like, is 1vCore and 2gb ram enough ? (i have no idea what Helix Core needs)

rose barn
#

is it recommended to use the same login if 2 people are working the same project?

#

or , how do we see each others files etc (perforce)

woven sluice
#

IIRC you might need more RAM if you have hundreds of thousands of files

ornate matrix
#

okay thanks

#

i wanted to host on a rasberry but i thought it will not be enough

#

now i need to find docs to setup on rasberry, because on the offcial docs its only talking about use the exe

woven sluice
#

you can't run it on a raspberry. well, you can, but you'll have to use a 5 to 10 year old server version

ornate matrix
#

sad me

#

then i guess i'll go back to VPS services

#

are the specs i mentioned above good then ?
i'll be working solo on this project
i just want tome backup placed somewhere else than my PC, and i work from 2 places

chrome badge
#

So I think I broke my local perforce a bit

#

anyone who could help me I would greatly appreciate.

#

I keep getting this error when I try to submit

#

warning: cannot submit from non-stream client

#

I tried to google it and it suggested that maybe my workplace isn't linked to the stream

#

so I go to try and make sure it's there and it's blank under stream but when I press browse it doesn't find the stream

#

but I can very clearly see the stream in the depot

#

and I know it's on my disk

#

anyone ever face this?

#

I can't even select it when making a new workspace

#

And it doesn't show up when I try to set it on an existing workspace just stays blank.

inner creek
#

If anyone is ever working on trying to get their .gitignore to ignore all the generated stuff in AdvancedSessions plugin, but to still include the original files from the plugin itself, I have an 860 line .gitignore file for you

#

It took me more time than I care to admit to solve, but I think it works now

#

You must ignore every directory’s contents BUT must also not ignore the directories themselves and separately not ignore the original files. It's nuts

woven sluice
#

and/or what if you type it in manually into the Stream: field (//streamsDepot/mainline)

chrome badge
#

Nope doesn't show at all

#

oh actually it did show but it says no such stream when selecting it

woven sluice
#

sounds worrisome to me. like corruption. i've never encountered this specifically before

chrome badge
#

hmm

woven sluice
#

will it be bad for you to abandon that stream and make a new one?

chrome badge
#

thankfully I have non perforce backups on this project

#

I think i'll try that

#

The changes exist on my workplace so maybe I can save all the current stuff by makign the stream using a copy of that

woven sluice
#

i'm only a "light" game dev but yeah been using streams for like 5 years, never seen one go kaput like that, super weird

#

yeah i would probably cut ties with that server depot entirely if you could. just make a new streams depot, new mainline, copy your current working into it

chrome badge
#

I think its my own doing

#

a while ago i was trying to see if I could change the disk the stream is stored on

#

but I think I didn't understand the method I was trying to use

#

probably broke then

wide raven
#

"blows a leg off" : E

chrome badge
#

I havn't touched this project in a bit

woven sluice
#

maybe. normally i'd think if it worked once after that it was good but... stuff is always overcomplex

chrome badge
#

Yeah perforce has beena brick wall of alearning curve

#

there must be reasons it is the way it is

#

but what i'd give for a user friendly sourcecontrol

wide raven
pulsar parcel
#

At my previous studio we tried it for a bit and hated it

#

Just the buggiest client, and server

#

It felt like a proprietary recreation of Git, with a lot of the same annoyances when it comes to trunk-based development, just that it was centralised on a server instead

#

"but branching is so fast!" but non-programmers didn't really want to deal with branches

#

and you'd just get the weirdest merge conflicts and files in weird states for just no reason

chrome badge
#

I'm so lost with this

#

Starting over is such a nightmare

#

so I tried to make a new source from the depot I was using but it was still not working

#

so I decided to try and make a new depot

#

But maybe I'm lost, these depots always want to live on my C drive which is so close to beign full because literally every program wants to live there next to the operating system. I've moved so many programs out of the C drive but it's always filling up

#

and a depot being there is the nightmare of all nightmares because they can get HUGE

#

I also can't actually delete the old depot

#

no matter how I try to obliterate it it always says something is using it somewhere even though I'm pretty sure it's not. There are no streams or workspaces associated with it I havn't deleted too

#

so I guess this empty depot is just going to live on my system forever

#

on the C drive

#

At least through non perforce backups I havn't lost any of my actual work

#

I think I need deep help in setting this up correctly

#

I've already signed up for their workshop thing they offer though it doesn't happen until later in april.

#

If any kind soul is out there willing to help a lost stranger with this, then I'll gladly be around.

I'd be more than happy to start from scratch if we can just get a depot on a non C: drive and delete the old depots.

wide raven
pulsar parcel
#

I don't know why you need to rebuild your whole P4 server

#

What does the streams tab look like instead?

woven sluice
scenic zephyr
#

Hoihoi
I have a question if anybody knows or is willing to help

Github, right. I made a project, tried to put it onto Github so I can distribute / show my rig work using this tutorial (https://www.youtube.com/watch?v=n3x1fErlmYA)
but now when I tried to download the project on another computer, it's empty.
It records that all my assets exist, but all the files are 1kb. So something did not upload properly.
And I'm not sure how exactly to go about troubleshooting this.

Does anybody have suggestions or ideas on what to look into?

Here's how to set up Unreal Engine and GitHub so that you can work remotely with team members on the same projects in Unreal Engine 4 or 5 using GitHub.

Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland

#UE5 #UnrealEngine5 #UE5Tutorial
___________________________________________________________________...

β–Ά Play video
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github seems to recognize that the files have a larger size, but I can't download them properly. the zipped project is just 100 kb in total

woven sluice
#

pretty sure LFS doesn't work with zipped download you have to clone.

scenic zephyr
# woven sluice are you using LFS?

Yes I am.
Currently looking into this with another user via pms.
Supposedly there is a setting to enable this, but its not working right just yet

#

thank you for the response!

chrome badge
#

@wide raven A new local server. Or specifically a new local depot. I'm also trying to delete the old one.

IF you scroll above I did something extra wrong and P4V was not recognizing my old stream and even when I made a new one it didn't recognize that. I struggled too long to find a fix.

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So I settled on just starting fresh with a new Depot because I was lucky enough to have non perforce backups and only set up this projects depot not too many changes ago.

#

It does work again now that I have a new depot

#

but I can't actually delete the old one. It always claims it's linked to something somewhere that I can't find. No workspaces or streams show up associated to it and I did obliterate it. But It's still refusing to delete.

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I also have had an ongion problem that probably lead me to break my set up before, my depots are always getting created on my C: drive which is increadibly full. But i've struggled to understand how to get it onto my G: for giga drive that has terebytes of room.

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So if anyone knows how to tackle either of those two things I would greatly appreciate it. And I already appreciate all the help I've gotten here

#

I accidentally got my moms company to adopt perforce recently so it would be nice if I actually knew what I was doing with it for when my mom innevitably comes to me to talk about too πŸ˜› So I'm all ears for perforce tips and info and help.

ocean anvil
ocean anvil
limber tartan
grave rampart
#

If anyone explain me what is the reason of the error, i would be extremely gratefull

scenic zephyr
pulsar parcel
scenic zephyr
pulsar parcel
#

Then you probably don't need to use LFS at all

limber tartan
reef oriole
#

But instead of talking, I wanted to try something new, and show you.
So here is a quick tour of the Plastic SCM plugin in UE5.3, demonstrating creating and switching branches from withing the Unreal Editor, automatically reloading assets and the level if needed.
https://youtu.be/zuyAySbFU98

Switch between branches directly in the Editor!

A quick tour of the Unity Version Control a.k.a. Plastic SCM revision control plugin in Unreal:

  • Create a new branch to start working on a task
  • Make changes and rely on Locks to prevent others from messing with your work
  • Switch to any branch, auto-reloading the assets and the level when neede...
β–Ά Play video
#

I am sorry for the quality of the sound, it's clearly not to the level I wanted, but I figured the video would be helpful nonetheless

wide raven
scenic zephyr
scenic zephyr
limber tartan
# scenic zephyr do people download things frmo devops? I have never really heard of it before th...

You have not heared of DevOps, because GitHub is waaay more popular. Open source dev project run there and it's the go to place for sharing code. DevOps can do the same thing, but it's not popular at all. However, for game dev, it provides better conditions.

And regarding Git LFS. That is an extension to Git that manages binary files. Git in it's pure form has issues with that but with this extension (which almost every Git client) supports, you don't run into repository limits etc. I would say if your projects is very small, contains almost only text files and a few pngs for textures, then you may don't need it. E.g. for a Godot project. But for Unreal, there is no reason, not to use it.

scenic zephyr
#

thus, LFS

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A control rig asset by itself doesn't seem to work

#

since it relies on other code referencesm, blueprints, and needs a skeletal mesh to demonstrate

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I've tried migrating it to another project locally before and it just doesn't all come through

#

this is what I tried to do

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but a totally empty project sitll has 300 MB worth of crap in it

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yeah. That is what had all that extra stuff in it.

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I have 263 MB by including just 2 rig assets, 2 skeletal meshes, and the libraries that were linked to control rig

scenic zephyr
#

been working on that tonight. trying to clear stuff that wasn't in use and simplifying.
next problem is that yeah even if it does fit, it's still really tough to share with anybody within free bandwidth limits.
so yeah I might have to look for an alternative hosting option.

#

with LFS. it has bandwidth limits. 1 gb per month of traffic to or from the server

#

A few different sources are telling me to use it for art assets on an unreal project.
and downloading the project without LFS pulls enabled just resulted in empty reference sthat didn't download any assets

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so what do you mean "dont use LFS"
I don't understand.

(also its late, going to bed now. will see this again in the morning and look into it)

quaint obsidian
#

well you can now, but yeah its uneconomical

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github doesn't force you to use lfs unless individual files are 100MB

#

you should also make sure you dont have lfs configured for the repo, or else youll get that empty asset problem

scenic zephyr
quaint obsidian
#

you can rewrite commits and force push

teal marsh
#

When I run RunUAT.bat from the command line, everything functions as expected.

When I run the exact same command in TeamCity, I get an error that p4passwd is invalid or unset.

The TeamCity build config is set up with perforce as a VCS source and that works totally fine.
P4PASSWD is set on the machine, hence why the command works when run directly in cmd.

Why is RunUAT not using the environment's p4passwd when run via team city? How do I get RunUAT run through teamcity to correctly use the config currently set up (including the password) in the system's environment?

wide raven
#

I think another option is to include the passwd in the p4 config file

teal marsh
#

Turns out it was because teamcity was running as another user on the machine, so wasn't getting the right environment. I changed the user in services.msc and it worked

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now I'm dealing with "Cannot use a legacy client as a stream depo" in ugs πŸ‘€

pulsar parcel
chrome badge
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So what stuff do I want to keep read only from perforce and what stuff should I remove the read only status?

chrome badge
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I know that perforce likes to make things read only

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i'm now discovering that read only status causes massive lag in the editor

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so should I clear all read only every time? or do I only clear certain files?

merry verge
#

The entire point is for (almost) everything to be read-only - it forces you to checkout files in perforce before editing them.
The only times you want to make something writeable without checkout are when you explicitly don't want to checkout those files, or when dealing with some specific situations (storing binaries in perforce, to avoid needing to checkout anything just to build).
Your editor is slow not because files are read-only, but because the editor need to talk to the perforce server to know what it needs to checkout. Clearing the read-only flag makes unreal skip that but it means perforce is no longer tracking which files you've changed so you better remember them yourself.

wide raven
pulsar parcel
#

that's the p4 typemap, which has certain things as +w, which is mostly just build artifacts

chrome badge
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I see

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so is there a way to make the communication with perforce faster?

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it's strange I have this problem on my local project but not on my teams remote project

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it seems that everything takes about a minute to actually respond when the files are read only

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I'm already ignoring all the standard recomended things to ignore

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and I just used the typemap recomendations from unreal from the official perforce video on it.

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The difference is so brutal i wouldn't even consider the checkout system a benefit anymore. especially on a local project

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so that can't be all there is to it I think

pulsar parcel
#

well how long does it take in p4v?

chrome badge
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what do yo umean?

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it's not about checking things in

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it's about any interaction with the editor, even closing it

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it causes a minute long lag spike

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if all the files are writable the lag in the editor goes away

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this lag applies to everything not just check in or check out

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i did some googling and that's how I discovered that the read only status on certain files can cause this

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but all they said was 'the problem files' so i don't know which those would be

rose barn
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is it recommended to use the same login if 2 people are working the same project?
or , how do we see each others files etc (perforce)

I have my workspace setup and im on a streamsDepot. im assuming he will be ont he same streamsDepot and ill be able to see his files?
We are practically using the same project - making modifications and checking it back in so we arnt working on different versions

pulsar parcel
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And I assume you have the source control integration enabled in the editor?

chrome badge
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yep

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thanks though

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i'll keep troubleshooting

wheat estuary
#

Hello! What would be the simplest way of working on the same project using two computers - not at the same time - but just sharing the project between a desktop and a laptop. I was thinking of using dropbox or something similar, but I've read that people have had issues with corruption etc. I don't want to have a server/ source control etc. TIA!

hollow pike
#

I recently updated unreal from 5.1 to 5.3, and now syncing in editor is missing some of my binaries. This is the same workspace, but from Unreal Editor vs from Plastic SCM. Unreal finds no changes, but Plastic is (correctly) identifying the modified binaries. How do I fix Unreal so it resumes using the correct config here?

brittle smelt
hollow pike
#

Hmm, yep we're building now. Very odd that worked on my PC and not my laptop though, they BOTH have VS

wooden quest
#

Hello, everyone.

I am planning to collaborate with a small team, what version control can we use? Tried using git with lfs, but its free version only has 1gb file size. (UE5)

scenic zephyr
#

perforce can hold you up to 5 users for free

woven sluice
# chrome badge i'll keep troubleshooting

i hate to ask dumb shit but did you commit Saved folder to perforce maybe by accident, and is there any output log window spam going on after it finishes "not responding"?

tropic osprey
#

Hello peeps! Been long time visiting here! I have this problem if anyone been through this please help me out...
We are a team of 3 Indie Developers working on a game and we were working on a very rough and nonexistent Pipeline. We worked on three distinct projects, to be exact, and after I received them, I had to combine all of the functionalities into one project. We are currently attempting to build a physical server at my place, despite the fact that it is very late, and the other developers will only work on one project.
The problem at hand is that I can not figure out how to set up a server and use its IP address to connect everyone and work at the same time, ensuring that storage is not a problem and that everything goes smoothly.

woven sluice
#
user@server:~$ p4 changes -m 1234
Perforce password (P4PASSWD) invalid or unset. Attempting login for user 'x' against server 'y'
Enter password:
User x logged in.
Perforce password (P4PASSWD) invalid or unset.```
thanks perforce i know i can always count on you to work reliably. maybe not reliably good, but count on you all the same.
chrome badge
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ooh damn Hojo you were right

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I realize now that my p4ignore file was not working

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thank you

pulsar parcel
#

Were Intermediate and DerivedDataCache also casualties of that?

chrome badge
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I see now that there are a few files that slipped past before I get my p4ignore working

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I forgor to enter the command to remind it I'm storing it with a .txt ending

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it looks like p4ignore is working for new files

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but i don't know how to get it to retroactivly ignore those files that sliped through

pulsar parcel
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Hard to know without knowing the order of operations

chrome badge
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not sure what you mean

pulsar parcel
#

The exact order that things happened when setting up the project in P4

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The environment variable has to be set and be correct before anything is added

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If you reconciled, then there's also an option to ignore p4ignore

chrome badge
#

what I did was set up a new project depot and moved in my files from my old depot which had an p4ignore.txt file

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but I hadn't noticed at the time that the p4ignore was not being used because I forgot for it to notice one with .txt at the end you have to put in the command

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so I made a few changes and noticed the major lag issue

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which I now realize is perforce not ignoring the saved folder

pulsar parcel
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So that happened after you submitted then

chrome badge
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yes

pulsar parcel
#

So it can't really help you

chrome badge
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yes

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so there's no way to remove those files from being tracked manually?

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now that my p4ignore is working again?

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I suppose I could start again from scratch

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and make sure the ignore file is not ignored this time

wide raven
#

no no, just delete them from depot

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and hmmm... was it "obliterate"

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if you want to make sure all trace of them is gone

chrome badge
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i don't want them actually gone, just not int he depot

wide raven
#

You can move the Saved folder aside for a moment, then do obliterate, then move it back if you wish

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p4v you can choose depot view or workspace view

chrome badge
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yeah this moving it out and then back in stuff

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it makes me think the thing to do right now is to start from scratch

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especially since I'm still trying to figure out my main problem which is that I do not want my depot stored on my C drive

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the whole reason things started getting out of whack

wide raven
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fair enough

chrome badge
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but I'll have to note down to extra remember to double check that the ignore file is working next time

ocean anvil
woven sluice
#

so this is interesting. i'm not sure why yet but my P4 server amassed a starship sized shitload of archive files, like WAY more than my depot size, on a brand new server that should have had barely any contents/deltas. like i'm on change #50 and it's only been submits and obliterates for testing

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probably submitted ~30 GB of stuff and i had 110 GB of "archive" sitting there

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guess this must be some new behaviour i'm not used to after upgrading from my ancient server version, doing it on both of my new p4 servers and not my old one (actually maybe not doing it on one of them, i suck at math)

i guess the folder i'm looking at was supposed to be the depot's actual archive, and for some reason obliterating it just wasn't doing shite πŸ€”

chrome badge
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@ocean anvil I think just the depots would be enough

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but what i'mr eading either you move the server roots

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or you do symlinks which are new to me

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the entire root would make it more reliable if I make more depots

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but the symlinks would be faster

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I wish this was just in an installation wizard

chrome badge
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Ok so I think I've mostly solved everything I want done

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except one thing

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I have this leftover depot I can't delete

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even though I obliterated it and it always says its empty it also always says it's connected somewhere to something and can't be deleted

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I now see tha the original depot still has everything in its files on my system but it's empty after obliteration to perforce

woven sluice
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Did you see the link I think I sent you about this before?

chrome badge
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ah I finally got it

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all I had to do was move those files out of the perforce folder and the depot allowed me to delete it

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I did read your earlier link

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I think everything will be fine now

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I symlinked the real depot

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and I deleted my old ghost depot

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all thats left is to make a new workspace with the new depot and make sure the p4ignore is working before I touch anything

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I think

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this has been a massive learning curve

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i've never typed in so many commands in the command prompt before πŸ˜…

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thanks a ton for all your patience and support as I'm pretty sure I never described anything I was doing well

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these symlinks are actually super impressive

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I might be setting more up, I'm always annoyed how many programs want to store everything in my C drive

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so long as I don't discover there's more to symlinks later πŸ˜…

woven sluice
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they're pretty innocent/clean

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and yeah... as an occasional user i'm still learning how to use P4 really. after like 8 years of it.

chrome badge
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there's a lot of depth

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I kind of wish that some of the errors were more clear about what needs to be done

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and that deleting and starting fresh was more simple

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but for the most part it's starting to slowly click

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once the really complicated set up stuff is dealt with the actual use is not so bad, especially with the unreal integration

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Honestly I'd pay Tim Sweeny a hefty sum a month if there was just built in source control in Unreal that goes straight to their mega servers but that would probably be its own endless nightmare and way worse :p

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ok still not tottaly understanding how to get my p4ignore working and ignoring all these saved files

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but I alreayd went through a lot today so i'll have to give it another try tomorrow

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my minds already way too overtaxed on this

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i'm not tottaly understanding what i'm reading on this

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is what I'm supposed to do to remove the history I made before the p4ignore started working to obliterate that depot and then refill it after the p4ignore files is working?

woven sluice
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the only time the p4ignore is read for any reason at all is when attempting to do a p4 add operation, otherwise nothing uses it in any way

chrome badge
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so I need to clean my depot which already has it added, then readd all my files after making sure my p4ignore is working

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then it should be good?

woven sluice
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yes. in theory for temp files that should have never been in there in the first place, simply obliterating them server-side via P4A/p4 admin should be fine

chrome badge
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ok thanks for confirming

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that was what I was thinking

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gonna give that a try tomorrow and I think everything will be just as I wanted it

rose barn
#

How do you recommend we merge projects. Is there an option in perforce to auto merge 2 workspace?

woven sluice
ocean anvil
ocean anvil
ocean anvil
# rose barn How do you recommend we merge projects. Is there an option in perforce to auto m...

a workspace is generally only ever used by 1 person, if you use 1 workspace in 2 different locations at the same time you are almost certain to run into issues.
you could technically use 1 account for multiple users each with their own workspace, but unless you absolutely have to. you should not. but do not use the same workspace at the same time as you will more then likely mess up your changelists and end up with a mess.

hexed compass
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can someone tell me what this means

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ive set up an AWS VPC, i put in my VPC's ipv4 address here but it isnt considering it valid

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this is the (?) says

ocean anvil
hexed compass
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and yeah i think i did

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i can send u ss

ocean anvil
#

that falls outside of the scope of source control though. so i think u're in the wrong channel.
as for the IP i dont think the ip's used for VPC's are public ipv4's as theyre a private cloud, but that depends on ur set up.

#

i have no personal experience with aws vpc though.

hexed compass
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ah sorry, i thought this channel sorta covers all network related stuff

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but yeah i dont really know what to do exactly, there's not much to go look around for on what i need to fill

ocean anvil
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no this is more targeted towards using source control software, though in all honesty i'm not sure what channel you should post it in either xD

ocean anvil
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the fact that they need your public ip for this is honestly weird to me...

hexed compass
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it gives me the same message in the red as before

hexed compass
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thanks for ur help though

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i wish they add a channel for shipping to consoles

ocean anvil
hexed compass
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let me try it again real quick

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OKAY

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WTF

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it worked?????

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thank u sm

ocean anvil
#

tadaaaa πŸ˜„

chrome badge
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@ocean anvil I'm aware there are two other methods, but they all came with way more complex steps and warnings

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the symlink explanation at the bottom is like "lol or just use symlinks they just work"

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and to their credit they do

chrome badge
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ok readded everything from fresh and this time I know the p4 ignore is working

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that's a relief

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i might have to give those other methods, particularly changing the default root for depots a try some other time if I have to start making more depots or projects

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but I think for now I'm satisfied

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the symlink thing wasn't so scary or hard after all

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though it would be nice if it was exposed to the windows GUI by default and didn't have to use the command line

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took me a while to realize I need to use quotation marks for folders that have spaces in them, even though windows defaults my programs to have a space in it

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I think at least a billion people would pay for a version of windows that strips out so many of its 'features' and then exposes so many of its other 'features' like a windows pro or something :p

chrome badge
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ok i have completely confirmed that everything works exactly as I wanted now and I don't have it on my C drive anymore!

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thanks for all the help guys, this is a huge relief.

stuck stone
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I can’t push 8k textures to GitHub

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cat_scream β€œthe remote disconnected”

woven sluice
# stuck stone Why

because that's their rules... read their docs on large files and LFS. and then consider not using github, azure devops is an alternative

wooden quest
#

do you guys have a good p4 ignore settings and typemap? (UE5)

wide raven
#

We also ignore the .sln solution file, and a handful of things related to our specific projects

pulsar parcel
arctic hornet
# ocean anvil the fact that they need your public ip for this is honestly weird to me...

Kinda necro-ing on this, but to explain is (as someone who has access to the partners portal). They need your IP address because all the developer sites have IP whitelist on them and all the Devkits are also bound to specific IP address as to avoid and help trace leaks etc... so more or less it is there to restrict the access and to audit all the stuff. Sadly all the console platforms are the same... well at least the ones I had (dis)pleasure to work with, which includes PS4, PS5, Switch and XB1/XSX. So SIE, Nintendo and Microsoft.

fickle ocean
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hello I'm setting up version control for the first time and I'm having an issue with UE5 / git and the gitignore file

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basically I'm getting these errors

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and my gitignore file looks like this:

#

Binaries
DerivedDataCache
Intermediate
Saved
../../UnrealEngine-release-5.3/
.vscode
.vs
*.VC.db
*.opensdf
*.opendb
*.sdf
*.sln
*.suo
*.xcodeproj
*.xcworkspace

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because the engine which I build from source is located 2 directories above

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and I think it's trying to include the engine files?

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and my hierarchy looks like this in vs:

steep latch
#

what would be the best way to use github with the source code of my Classes without adding the rest of the UE5 Project to it?
making only a repo with my Source content?

wind gazelle
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you can either commit only source or make a gitignore that would ignore anything other than source folder

steep latch
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what would be the best way to implement a github repo when my project folder is already existing?

wind gazelle
#

?

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github is a service /hosting platform, git is a version control system

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make local git repository via commandline or any git gui tools or even unreal editor

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then add github remote and upload repository to it

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i know, but freemium users are not choosers

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not as bad as gitlab

haughty yoke
#

Ive been looking at azure dev ops and apparently theres a storage limit on the free verion of 2 GiB

merry verge
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there is not

#

you are looking at artifacts storage which is separate from repos.

haughty yoke
#

please explain this like i have a 1st grade understanding of code (im the guy who pays for everything in my studio, my code skills suck, my marketing skills are good)

merry verge
#

azure devops does not have a hard cap on storage for git repositories

#

the limit you are looking at is for an unrelated feature that is part of azure devops but not related to git repositories.

haughty yoke
#

and git being where the main project files are stored right?

merry verge
#

yes

haughty yoke
#

a regular coder with reasonable skills could use these right? cause i stay the hell away from code, because im the kind who can BSOD an entire server by accident

merry verge
#

You should probably ask the people who are going to use it. I don't know what experience your team has.

#

If you're not confident enough to make a decision for your team then you probably shouldn't be trying to make a decision without input from your team.

magic mesa
#

Can anbody explain what problem Unreal Game Sync (UGS) solves? For example even if I wanted to have my own custom build of the engine, couldn't I just build it and push the binaries to perforce and have non-tech people open the project using that binary build?

reef oriole
#

It's a way to improve communication, by labeling the changeset that are tested by CI / by a QA team
=> team member now better when/on what to sync their project

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It also solves the common issues you can have when you change the Engine as well, or when you submit game code & assets depending on it etc
(but the official doc says it better than I can πŸ˜‰ )

magic mesa
#

One side question: Does it work with any CI system? I'm a bit confused about that part since it's not really explicitly stated in the docs

magic mesa
reef oriole
#

It's the typical things that generally requires some careful process, and often leads to mistakes, broken builds or simply team members loosing times etc.

magic mesa
reef oriole
#

I would say that if you don't see the point is that you are probably not the audience (you don't need it)
And yes you can just use P4V for manual stuff: for the record I never used it when I was working for a ~30 person team for 4 years (though I wanted to set it up, we never found the time to do so) so it's not a requirement.

#

So to sum it up: you can use P4V but you will either have to follow some strict manual process when people submit certains changes, or enforce it with CI/CD.
Epic Games was using that for years, and many studios as well
UGS is one solutions for quite some issues you can have with the "old way"

magic mesa
#

It's pretty clear to me that I don't need it now. It's more of wanting to understand what problem it solves so that I'm aware of when I should consider UGS...

reef oriole
magic mesa
reef oriole
magic mesa
#

Thanks a lot

reef oriole
pulsar parcel
#

UGS badges are a little bit different, since that requires the deployment of the metadata server

#

there is a sample buildgraph for building and submitting binaries for UGS

#

and you configure where you want the artifacts to go in UnrealGameSync.ini, and it just reads the changelists in that location to determine which builds are available

reef oriole
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Great news for those of you using Plastic SCM (Unity Version Control) with Unreal Engine 5; Epic Games has accepted and merged my PR to update the source control provider to version 1.9.0 https://github.com/EpicGames/UnrealEngine/pull/11295 and it's already in Unreal Engine 5.4 Preview 1 πŸŽ‰
This was the version released last December adding a brand new View Branches window supporting creating, switching to, and merging from branches within the Unreal Editor, reloading assets and the current level when needed! https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.9.0
(quick tour of the feature: https://www.youtube.com/watch?v=zuyAySbFU98)

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To celebrate I have released a new version 1.10.0 that adds a View Locks window and can now show local modifications in the View Changes window https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.10.0
You can keep your plugin always up-to-date by installing it from Unreal Engine Marketplace https://www.unrealengine.com/marketplace/en-US/product/unity-version-control-plastic-scm

GitHub

1.10.0 release for UE 5.0, UE 5.1, UE5.2, UE 5.3, UE5.4 and for UE 4.27
Add a View Locks window and show local modifications in View Changes

Quick tour "Branching with Unity Version Control (...

devout walrus
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Anyone ever setup discord webhooks on microsoft azure for commits?

fickle ocean
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can I just "safely" ignore these messages?

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SourceControl: fatal: F:/UnrealEngine-release-5.3/UnrealEngine-release/Engine/Plugins/Bridge/Content: 'F:/UnrealEngine-release-5.3/UnrealEngine-release/Engine/Plugins/Bridge/Content' is outside repository at 'F:/Projects/X'

reef oriole
fickle ocean
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yes this is my first setup of source control

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i built from source engine which is what the error message relates to

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i wouldn't be able to restore my project via unreal engine

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but I can download all the files direct from github

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so it's basically the same?

reef oriole
fickle ocean
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yea cool I saw that scrolling here

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this is just to cover worse case scenario like harddrive failure

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I don't really want to "waste" more time on it

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thank you though, the error was bugging me πŸ™‚

reef oriole
fickle ocean
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yes I did that with github desktop

reef oriole
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Also, I would say that Source Control is even more useful to be able to inspect (Visual Diff) all the pending changes and to be able to revert to a previous revision
(edit: even when working alone)

fickle ocean
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yea it's undeniably useful

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I've blown up a few projects that could have easily been recovered had i been using this

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rip

hidden night
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I've have a Git repo of a project, currently using SourceTree and it's working okay, but I thought I'd try out the version control within Unreal. It connected fine but on the first load of the project since then I'm getting this loading bar. It's been 20 mins. Should I expect this to take a long time first time or has something gone wrong?

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There's no network traffic and the repo was up to date. What's Unreal doing?

cerulean mason
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Hey!
We have a team working with Perforce on a C++ Project. We have devs that never go near the code and we have our ignore file so we never upload Saved or Binaries in any way. Do all the team members need to have Visual Studio Installed to compile the engine whenever we change anything?

wide raven
cerulean mason
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Ok, wanted to double check if there was a way around it, but then everyone will need to install C++ then.

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Thanks!

hidden night
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Thanks. Am trying to find this third party thingy- Project Borealis seems to be a half life thing!

ornate matrix
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Can I "automatically" split my local changes into commits using size ?
i can only do 5GB per commit, but its taking to much time to calculate what can i commit each time

ornate matrix
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also, i got git setup with fork and AzureDevOps
should i enable source control in UE ? or is it slow or not recommended ?

ornate matrix
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okay

ornate matrix
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pulling on my laptop is super slow (trying to pull 6gb ~3000 objects)

  • i got enough space on my drive
  • i have a fast eternet connection
  • my pc specs are good

what can be the issue ?

wide raven
ornate matrix
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its azure devOps

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with fork

wide raven
ornate matrix
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checked already

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all green

haughty yoke
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for some reason after giving my developers full project admin, and all the developer perms they still cant access repos in azure and MS support pages are of no help to me

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my devs see this:

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I see this:

haughty yoke
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took forever but apparently the problem is that theres 3 different permission groups in 3 different locations and only one of them prevents them from viewing the repo's in the first place

icy geyser
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Hi we are trying to upload a shared project using git kraken, someone could help us?

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it doesnt upload the project

runic trail
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Does anyone use digital ocean and perforce for their source control? I had an old ubuntu droplet that worked great but got deleted for inactivity. Now they recommend the helix core droplet but it makes admin such a pain. Hoping someone has some insight

icy geyser
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we are a little bit loss with the programe

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100 MB limit says, but we have the Pro git Kraken

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We are on a call, if someone could come a sec to help to set it up

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we are quite deseperate

wide raven
icy geyser
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yes

wide raven
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you can add a small file like test.txt and commit it?

icy geyser
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it seems so

wide raven
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I havent used Kraken in a while. Do you get a clear error message when trying to push something big?

icy geyser
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the 100MB error message

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thats to big

wide raven
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So it's not about kraken : )

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or, don't have assets > 100 Mb size?

icy geyser
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what we have to put here

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we payed

wide raven
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google shows some "official tracking list" as a first hit but it's just some randos cobbling it together : )

icy geyser
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you are avaliable a minut to talk with us? we are screw

wide raven
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maybe a proper one in unreal docs somewhere

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the idea is to track any asset types that potentially go over the 100 Mb limit

icy geyser
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now we have this error

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and were we can locate sh.exe ?

wide raven
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google-fu : )

wide raven
wide raven
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Weird case with Fork : I can see most of my organizations repositories, but our Unreal Engine fork is no longer visible ( used to work fine last year ).
I can see the repo with another git client like Github Desktop. What the hecc. We have a couple of other forked projects, those are not visible either, so I guess that's a clue...

wide raven
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hmm, ok, will try that

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that did the trick! Super Thanks!