#source-control
1 messages ยท Page 19 of 1
9on
dain kehyboard drivingme nuts ,,
harfd time getting used to chicklets
;0-0-
heh
what is alternative to getting nice lumen lighting ?
lighting is hard to getr 'right
espeially on my huge outdoor level
lumen is dynamic lighting
so its more a question of, do you need dynamic lighting or not?
if not then turn it off and used baked lighting
for similar visual quality but much lower rendering time
ok ill give it a try
the drawback is having to build lighting, but its not a problem if you have a good cpu
any idea btw ,,I must hace done something i n svn,git or perf,,everytime Igot into landsape mode, up POPS 40 unsaved
they also have the gpu lightmass thing but I never used it
i save,,and igt always comes back,ever see that ?
save what?
I don't know what your referring to
I have not had to work with landscape much so don't know what that is
its like I save them, nogood keep coming back,likeue isn'tsaving= them right or somegthing...
check the log
its ok I thouight worth a try ๐
to see if it says anything when you save em
no efrror comeds up on save
hm good, doing repo create in tortoise looks better!!
its doing more things
yah dunno, landscape is one of the more complicated things in the engine and its changed a lot over the years
like I remember when it wasn't even called landscape
it was just "terrain"
hjehe
ya its a nighgtmare\
i could havegone eashy route and done gaea , but what I showed yu is a couple years of manual sculpting
all plahyable areas with thingsw to do
far fromdone ;0-0-
years? what lol?
but ya, ill prob make sometrhing in gae at some point to push things faster
2anyway
not everyuday,,,but yy here and gthere
here and there
yah I don't think people manual sculpt huge landscapes
but start with a procedural generated one and then touch it up
nope
well its just 5101 but ya
well it had to resemble idea i hacve for game
jlus if id done one in gaea or such im not sure you can edit over those ?never tried
I think they also have features where you can have a low frequency manual sculpt and then modulate that with proc noise to add detail
i hadn't heard hm
blender even has stuff for randon seed terrain
nogt as good as gaea i dontthink but ya
Welcome to the official Unreal Engine channel!
Unreal Engine is a complete suite of real-time 3D tools made by developers, for developers. Create and take your content anywhere, from PC, console, mobile and VR games to cinematic experiences, visualizations and training applications. With Unreal Engine you get everything you need to start, ship,...
non-destructive one and landmass maybe
I don't remember exactly
but they have videos that talk about stuff that is not in the documentation website
yes landmasx ive used igt\
but its very taxing on computer,,lagghyISH
ty for url looks good
ashhh got it finaly
so I right click dragged my 'project' dir whjere it all is 'atm, into working dir, and gtortoise said : svn copy and add files to this WC,,thats good right ? ๐
sounds like im where I need to be
that was just ,config dir
ill keep gong
so how do I update all this as files chjangein ue project ?
since I tuirned off svn in ue 5.3
svn update ?
so config, content and project icon should suffice I guess
dain SO fast
wwwwwwwwwwwwoah
since the link is set from project to working dir, all shoud be gold
no lol
its just regular copy
so that the files exist in the folder
then you can svn-add them
and then svn-commit them
well, there is no such thing as svn-copy command
so presumeably you did just do regular copy
oh wait
I understand what you said now
yah that is a contextual thing specific to the drag and drop
so yes its correct
do you mean commit? since its a local svn and your the only one committing that you don't need to update
to commit you just r-click the root folder in windows and do svn-commit
and it will bring up the dialog showing modified files
ok cool
root folder as in working ?
im wishing id been using sc long ago, given the '40 unsaaved' I keep gettting that wont go awaty, no clue how to fix , so far ;).....reeegrets ;)))
igts ok I'm askng around, ill fix it in time
yes
what are the unsaved files?
if they are landscape proxy stuff its probably to do with the whole bugged landscape HLOD stuff in 5.3
if they are starter content it could be the engine reinstalling the startercontent on startup.
its the streamingproxy stuff
but im not using streaming atm just world part
well its never donethis till I strartd messng with svn
i mean sc
atm terrain hlod is ghosted out under build
greyed LOL
\ODD I deleted hlod, all 40 were gone,but 2, it thought some more, now gthey are back atr 40 again ;)) SIGH
mahybe the bug is using sc,maybe I meassed up somdewhere,, together with hlod issues
may be moving this to 5.4 will help some ....HM or notgiven its there too
yeah world partition creates HLODs for streaming in a low detail approximation of what would be there when its loaded so that its not just an empty void when unloaded, but it had some pretty bad issues in 5.3 you can try deleting hlods and then regenerating them that sometimes temporarily fixes it, but it often just keeps coming back iirc its nanite related but i never really bothered fixing it. just worked on other things til 5.4 came out which fixed it.
hmmm
so weird it never did this trill I started messing with sc again
\so ya,,later i'll conert a copy to 5.4
ahhh Gah,,nanite is enabled here
but , not on landscape
illtry building hlod, sometimes it crashed project LOL
hold built fine, during it said juist 2 unsaved, but as it worked through textures waitgingto be ready, now its 40 again;))
meh no matter, ill convert latre to 5.4 see what happens
5.4 is so much slower kind hate to but...
Hello. I am currently using perforce and have tried adding a version of the engine to the depot. After pushing it to a release stream i tried merging it to the mainline stream but for some reason I get this error saying that I cant include files not already opened. I see after doing p4 open in that folder that the "C#" folder got is changed to "C%23". Any reason why I would come across this problem?
it's a forbidden character. examples folder... i would just remove it entirely forever and add it to ignores
tring perforce, all FINE, except, andnot a HUGE deal ?,,not able to drag folders, files, into new workspace created in p4v,is this a known issue perhaps ?
and browsing via add files to server in p4v, isn't allowing me to choose say project file. just folders
so how do I backup project or is that needed ;0-0-0
ok nvm apparently, only folders allowed in THIS step ;0-0-0
Hey, I am getting hit with this error when trying to shelve or submit (sync, moving files between CL, checkouting, locking, etc. works fine). Already sent it to IT, but perhaps some of you encountered it and may have some tips.
This also happens when trying to submit via VPN or from PC on the same network as the P4 server (tried a couple of accounts).
read: SSL_read encountered an EOF.: The operation completed successfully.
I've never done vpn, but same pc hmm thats weird,never seen such a error
also depends on IT setup with perf help, but you may be get help from helix, got an email this am something about free monthly 'huddles' ;0-0-0,,also you can email them for support viz: "And as a free for small teams user, you get seven days of personalized support. Email info@perforce.com to get started.", buit it sounds like its not a small team,,
Im having other small im sure, issues,,aint they always there!!!!
Yeah, middle-ish team. If we don't get it today, we will most likely contact support next week.
Was just hoping it was something trivial we can do ASAP, as I got an engine merge to do over the weekend and can't do it if I cannot submit ๐ฅ
its weird tho!
eocf, completed successfully
then bam
good news but,,HMMM
and this from bing: https://portal.perforce.com/s/article/2968
to make a full back up you can just copy the files in windows explorer to a secondary location.
to move folders/files into a workspace you can also do that through windows explorer. generally you'd move files into a workspace, if you want to move the workspace to another location you make a new workspace that targets that new location.
ya its not so much a workspace issue, that is fine, but i was just ruinning oujt of ROOM SO sad face lol,, So for now I must use flash drive stick LOL
ah yeah running out of space is not something perforce can fix ๐
Im still not sure wth was going on, I made a workspace, fine, but then did add new blah ( forget that part)_l but it was sgtoring it on c, I dont recalltellingit to do thjat
almost ran ojut space on c ;0-0-0
i would recommend not storing project files on a flash drive for anything other than temporary back ups or moving files around though.
heh no so just usng flash drive for time bneing
I just donthave any room, but I did selete a few things so I thinkG is availaBLE
it was late last night ;0-0
anyway , since I was almost out of space, I had to STOP the add files wizard,,,how do I get it back ??
deleting files and folders late at night is also not a good idea i can say that from experience lol
if the process of adding files to the workspace failed or stopped half way through i would remove all the files it copied and add the files to the workspace fresh again
yes, I did but I have no idea how to astart the add files wizard
just 'add' does nothing
im like...
add is to add files from your workspace to the depot
wher you can choose folders to add
yes
but no menu option tgo start that wizard
unless i missed some files,,if some remain, will it not start ?
what wizard exactly? to populate the workspace?
are you trying to get the files from your depot to your workspace or from elsewhere on the pc into your workspace?
depot and wokspace are there visible onlegft
sgtopping wizard to add files after chosing folders was working great!
buit I was running out of room, sinmce for some reason it was using which is odd
so ya
using 'drive C'
so you want to move your workspace to use a different location?
well as I say
for some unknown reason,Iwas pushing all those big project folders onto my Cdrive
never told it to, thjat I recall ,,I can't imagine,,drive c is has the smallestg space atm,,smaller drive
G was the target,fast drive, 1tb
so I redid , add worksapce
but that wizaard, the window, add files to workaspce I guess its called,,wouod dnever come up
I rem,oved the other wqorkspace that was targeting drive C incorrectly
go here, select workspace you want to use, right click and view workspace, and look at the "root" that is where your workspace expects files to go.
if you already have the workspaces tab open you can skip that first step
sorry for svn switch, all those files are still there, I just wanted perfo to work ,,bugs me when things dontg work ๐
anyway checking
whbich is right, i wanted it at H, it was just a test
yes its always open np :))
if you are running your server on the same pc as the client, then it could also be that you are uploading files to the depot and the server is set to store its files on the C drive.
yeah so to put your project into the workspace just use windows explorer, go to your project location where you have it now and copy it to H:\neighborlee_Essence
so the add files wizard only works once after setrting up new workspace ?
I did check depot and yes, all those files seem tro be still there,so its asking me if I want to move them HMM bingo ?
but ok ya just move thjem in we
above was ersutr from depot > right click
itse just not saying where theyare
if you want to check where the server is storing files as well btw then go onto the server and open the console and type in "p4 info"
it will also tell you the server root among other things.
ah ok GOOD
OOPS
Server root: C:\p4root\
no wonder ,,gah OUICH
\so I need to move p4root on drive where I want worksapde to go
I thought tghat had to be on C
wait,,so issuing p4root line,,defauots to placing it on C ??
this means you are modifying files that you have checked out on another workspace already btw, which you normally should not do.
well I was just trying to gedt the wizard working again, it made things easy and direct
but ya
its something you can set up when installing the server initially. in most cases it would also not be on the same pc as you are using for your client though.
ok ill jkust set gthe p4root on H , then it should place wksp on H where I have space
I just thoiught p4root was just a variable program n eeds hahah
o_0
technically it is just a variable, but it is the variable it uses to store all the data ๐
yup
if you are moving the root through the command line you will also have to move all the files in the server root to the new location you are changing the root to. i don't think it will move all the server files automatically.
ya np ty for reminder
ok n ew p4root DONE and in place ;0 yippppeee lol
im clearing room to use G not H, G is 1tb onboarfd very fast drive
never have enouigh room,,who really does :)))
i do ๐ at least for the forseeable future.
you prob mean at work
of course, nasa, m$ will never run out of room :)))hjeh
well its OK
Im just movingthings off to E, which is my fastest flash,,freeing up ROOM on G,
g is on motherboard so
bbl
CommandMessage Command: Connect, Error: Workspace 'Sandy1714_Essence_486' does not map into this project's directory.
and this, CommandMessage Command: Connect, Error: You should set your workspace up to map to a directory at or above the project's directory.
but there are nodocs that Im aware of, that say to do that,not on uie doc page for perforce or anywhereelse
so...;))
does anyone have advice on having the engine source checked into perforce for local modifications, while still also maintaining it as a git repo to be able to sync to new engine versions?
wondering if just checking all of the .git files into perforce accomplishes this, or if that will create future problems
i doubt perf would know what to do with them
Does it make sense to Fork Unreal engine and then add it to my game project as a git submodule? I have never used submodules and I'm trying to figure out if they would work for me. The idea was that I would have 2 repositories, game repository and engine repository. I'm trying to setup some sort of connection between these two, so for example when I clone my game project repostory, everything just works. As of now, I would have to clone 2 repositories (game and engine), so I thought to add the engine repository as git submodule of game repository. Then I could probably just clone the game repository + engine repository as it's submodule.
no, it makes little sense to use submodules for the engine.
git submodules used to reference other repositories ( like dependencies ).
sometimes it is very nice to have if you have multiple teams working in different repositories and subprojects (engine repo, N game repos, N internal plugin repos). mostly for large and very large teams.
for practical use your game project should have engine repository reference instead of engine referencing game. (game depends on engine and plugins and not vise-versa)
sorry, I'm confused. So it doesn't make sense to if you use fork, correct? What if you Cloned the Unreal Engine repository, stored it on your self hosted remote (non github) and then added it as a git submodule to your game project repository (also self hosted)?
yea, that is what some teams (from those I have knowledge of) do If they choose to use submodules.
game and engine in separate repositories. game repository has engine or plugins repository submodule reference. selfhosted or azure
technically you can point that submodule reference to anywhere - including github. as it is just a remote
thank you for clarifying, much appreciated. I tried looking for info about the epic own lfs you have mentioned above, is there any sort of doc about it?
downside - when you clone with submodules, you get much much longer time and it is not artist friendly ๐
if you want it simple it is fine to use just two independent repositories (without any submodules) with build server providing installed builds for artists
So clonning 2 separate repositories is faster than clonning 1 repository and it's 1 submodule dependancy?
no, just EVERYONE will have clone them. even those who do not need it like artists
rather than referencing whole engine via submodules - referencing shared plugins is much more viable
anyone know about perforce errors ? CommandMessage Command: Connect, Error: You should set your workspace up to map to a directory at or above the project's directory. ???
what do they mean by at, as in same dir ?
atm both are in same dir, is that causing the error ?
no, they are designed to be 2. Also game project is dependent on engine, not the other way around. You can for example have multiple game projects associated to the same engine.
im giving up on per for now, at not like I didn't try,but unlike svn, its not free,gets VERy expensive , latre as proejct/people grow.
these weird wkdir must be in or above is so crpitic
but I did find some clues about weird unsaved terrain,
..........cryptic o_0
anyway I checked k the file IS there...anyuway enough, svn >>>
@runic vault svn is now finally working, ie: content> revision control> mark for add o_0-0 yayayayay
peace of mind---
Does anyoine know why, svn initial tortoiseSVN>checkout isn't working ? it adds repo DIR where I want ity, here in project dir, but the .svn is inside that directory. SVN use inside ue 5.3 here, only works, if that.svn file is outside that dir, and with project root. why is that ??
want to make sure I'm not missing something...
whwen the .svn is also in projecdt root, ue sees svn and it works, and CONTENT > source conjtrol mark as add works too!
show a picture, can't really understand what your asking
oh sorry, will do
the repo is there
with just repo, sc svn doesn't work
if I makecopy of.svn in repo folder and paste into folder as above, svn works great,and I can add content from ue
just makes no sense, or is that now this works ? ;0-0
bbs , supper
ok
anyway if you dontwork with svn its ok,I was thining of someone who does work with svn
you have an svn inside of a git repo?
don't mix your src control programs
they don't really have awareness of each other
yes
i thoujght i was having success with svn,but thats not reality, visualsvn and tortoisSVN
found tut for svn with sourdetree/git
svn/sc
Does anyone know if installing a second instance of perforce on a server ends up having it's own users limit for the free tier? The plan is to have a p4v instance for the art team where they share their work, then move it to the "main" instance due to seat limitations
it wont work if its still the same company, pretty sure, unless there are other facts here
finnally got sc working here inue5 .3, but I didn't do it built ins, scourtree to the rescuel first tut, bam worked out of box!@@@ yipeeeeeeeeeeeeeeeeeee
specifically, sourcetree + git installed during install
Technically this will be fine (running multiple servers on the same machine) but I'm not sure if it violates the terms of service. Also, how do you plan on integrating the art with the rest of the project if they're in different servers?
Yeah I'm not too sure about TOS, as long as user limit is not shared - That can be done on a local client that can handle 2 depots across the instances and just move files across (pull art depot, copy assets to dev depot, push dev depot)
ok, sounds painful ๐
you'll need to make sure that both teams are never modifying the same assets too
that's the beauty of separating depots, art team only has access to art depot, and dev team to dev depot, perforce handles file lock for single instances and a dedicated person handles the transfer of assets across instances
also to note although this might be obvious, each instance will be running on its own port same IP
ok, well, good luck. if you are going down this route I'd setup the permissions so there's no possible way for dev to submit changes to art folders, etc. otherwise whoever is in charge of integrations is in for a world of pain.
Beats having only 5 seats for our small team while we require ~7 or 8 :/ - The other solution is still to move assets around using a shared drive. Also You don't need to care about permissions, since they are completely separate instances. a dev person will not even have an account to access the art instance/depot anyway ๐ imagine they are 2 completely separate servers (while really instances) each has it's own user accounts and port to connect to
Yeah, I get it, just interested to see how it works in practice.
Please re-save /Game/ExternalActors/ThirdPerson/Maps/ThirdPersonMap/7/ER/1PX8ONS4CLAHZXIM1VJKQL. < is this a SC msg? not suire how else it would make sense ...
oops, here is comp0lete msg, Fixed up invalid landscape material instances. Please re-save /Game/ExternalActors/ThirdPerson/Maps/ThirdPersonMap/7/ER/1PX8ONS4CLAHZXIM1VJKQL.
This would violate the ToS of perforce. you'd have to buy a few licences.
GitKraken is officially dead with its 10.x update
What do you guys use for git visual client
I was recommended Fork. And it's been good for the bits I've used so far.
It does actually look pretty good
Do they break stuff when they update
Coz yesterday I opened GitKraken after their recent 10.x update and it thought I don't have LFS installed, it couldn't perform any operations and couldn't provide a proper error
Then I went into prefs and they didn't load, so I closed it, and now it doesn't even start
Having your git gui disrupt your work is no bueno ๐
I don't know. I don't think they've done an update since I started using it.
Or if they have, it hasn't been particularly in my face about needing to update.
Based on their webpage its just 2 people making it
I'll try it, since its free to evaluate
"evaluate" - which is really "until you decide to pay for it" like using winrar. I still haven't payed for it and I've been using it a couple months.
I should really give them some money though soon. But Fork hasn't nagged me about it at all yet.
Oh nice. That actually just motivates me to actually pay for it lol
I'll use it until it gives me a reason not to, once I deem it stable I'll pay for a license
I just noticed the icon is literally a fork lol, amusing
sourcetree was very easy to setup compared to the other built ins in ue
Hello. I am trying to get the precompiled binaries on to a stream in perforce but I am having some trouble. I ran BuildGraph as suggested in the doc but I get this error after most of the build seems be finished "Unable to find current changelist (no output from 'p4 changes' command)"
Also within the Automation Tool log, it fails here "uebp_CL not set, detecting 'have' CL...
Unable to find current changelist (no output from 'p4 changes' command)"
this may not help, but never used perforce for muich never got it to work, but: https://www.bing.com/search?pglt=43&q=Unable+to+find+current+changelist+(no+output+from+'p4+changes'+command)"+perforce+error&cvid=a98f960b19bf4c8dadb46010e94ccb34&gs_lcrp=EgZjaHJvbWUyBggAEEUYOdIBCDM0MDRqMGoxqAIAsAIA&FORM=ANNTA1&PC=W099
Does anyone know how to get the p4 log from the linux server? I'm having an issue that I had once before, where I updated and the perforce service won't start up afterwards. Last time, I figured out that when I got into the log, it told me exactly what to run to fix it, but the problem is I can't seem to figure out how I got to the log last time.
Probably in /var/log/p4d or some such
I don't have ang logs in my log folder that seem perforce related.
keep seeing 40 unsaved items in lower righjt corner ( source control) of 5.3 UI, keeps coming back even on restart of editor- other than that somethinmg in error connect about resaving some terrains swaths, bjut how is that supposed to be done ?
Been trying to get my server back up and running for going on about 12 hours. I've removed p4dctl as it wasn't needed, so now I'm just using p4d. I've uninstalled p4d and reinstalled it, went through the entire setup process with a fine tooth comb. I'm not getting anything useful from the journal or the log. Both just simply say it's timed out. Does anyone have any helpful debugging tips that I may be missing?
try running p4v on the host machine and use localhost:1666 as the IP. if it connects you know its the connection not the server.
It says "Connect to server failed; check $P4PORT. TCP connect to localhost:1666 failed. No connection could be made because the target machine actively refused it"
Nope, it says address already in use. And if I check whats using it, it shows p4d is using it. if I kill p4d, then check again, it still shows p4d using it but with a new pid.
whats your p4port say? and have you tried just rebooting the machine?
Trying to use Source Control for a custom engine build, but ran into the above error when initially trying to commit all my files. Did I do something wrong with initial setup of the repository?
This is my .gitignore file
# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
**/SourceArt/**/*.png
**/SourceArt/**/*.tga
# Builds
**/Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!**/Build/*/
**/Build/*/**
!**/Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!**/Build/**/*.ico
# Configuration files generated by the Editor
**/Saved/*
# Compiled source files for the engine to use
**/Intermediate/*
# Cache files for the editor to use
**/DerivedDataCache/*
hey, I am one of the Anchorpoint devs. What you can also do is click on the โโฆโ in the top right corner and pick โSend us a Messageโ. Just type in that we talked here. We will get the error log with the message and know how we can help you.
I think it might have gone through successfully but not sure how I got it to work
looks like it successfully commited all 181713 files
@limber tartan Can i still reach out via the "send us a message" to ask some clarifying questions? I'm new to source control and probably bit off more than I can chew by trying to source control an entire custom engine build. What would be the best forum for this?
You can...but if you have AP specific questions, we also have a Discord, so we don't need to hijack this place
sounds good. Will head over there. Thanks!
I have tried rebooting multiple times after making changes just to see if that would fix it. When you ask about the p4port are you referring to the environment variable? If so, it's 1666.
is there a way to split commits/ select what files you want to commit, my current commit is too large unless i wish to pay
nvm i found a way
perpetuating the Build directory meme
not sure its source related, but on start,and duiring all the time, I keep getting reminded to resave certain terrain segments, which is an odd way of putting it, given after a change(s)I always 'save all', .so now, I have 40 unsaves, always entering landscape mode.
Not sure what you mean
You shouldn't need to ignore the Build folder, though a lot of template gitignores tell you to do it
Usually you put per-platform configuration there and a project-specific automation project
I have a pretty clean gitignore and it manages to keep pretty much all the crap out
.vs/
.idea/
_ReSharper.Caches/
*.sln
# Build artifacts, local files
Binaries/
Intermediate/
DerivedDataCache/
Saved/
Oh thats it?
Does that apply to both projects with custom engine builds and projects based on stock engine from the epic launcher?
this is a project ignore, I don't use a source-built engine for personal projects but I'd likely lean on the engine's gitignore if the engine is integrated into the project repo
on the project level, this ain't going to change much
Ok got it. Thanks for the info
I found something online that said to check p4 set and it shows some info. The P4PORT is set to ssl:1666. I'm guessing that's what you were asking for.
I apologize for the picture but as far as I know I can't screenshot my server. This is what shows in my log when it times out. I've tried looking into topologyRegistration but I have no idea what it means.
You're physically typing on your server rather than just SSHing?
I don't know what SSHing is.
That is like required Linux stuff. It allows you to remotely log into your server and control it
Over a protocol called SSH
Windows even has a built in SSH client these days
Welp, news to me. Lol. I set this shit up on my own, learning as I go.
try p4 info and post the output of that (block ur public IP if its included)
I actually just got it working. I'm not entirely sure what I did that fixed it, but I made a few adjustments to the p4d.service file and also moved it's location because the location noted in documentation was different then where mine was. So the service IS running now, however, when I open p4v, it just says Unable to connnect to the server ssl:<ipAddress>:1666 as user <userName>. It lets me retry but it won't connect. I removed the ssl from the port earlier when trying to fix the server... maybe I need to put that back in?
By removed ssl, I mean the P4PORT was ssl:1666, and I removed ssl from in front.
if you are using ssl you need to include that, i would just set everything to the way it was when it was originally working.
So I think what happened was before I was using p4dctl (because I didn't know shit and set that up when I didn't need to). I've now removed it, but it sounds like p4dctl automatically creates the ssl stuff required. So when that got deleted, so did the stuff for ssl. My question now though is do I need ssl? This server is purely just my source control for my personal project.
are you running the server publicly or on your local network?
in either case you dont "need" ssl. its an added layer of security that might make sense if your server is public and you are worried about your data getting intercepted.
Just local
then i wouldnt worry about ssl at all
Hi,
I saw that many ignore files (regardless of the source control system) ignore most of the Build folder, and I was wondering why. Looking at the Lyra example, I can see that there are the .xml for Build Graph, C# Automation scripts, and some Batch files (other than the icons to package the game).
I was wondering, what it would be better as an ignore file? Maybe just ignore some files rather than the whole folder?
build folder for build products, they created as result of build process every time project is built. Controlling products in VCS is not nesessary (you control the source)
Thank you for the answer, this is clear. My question was more about where to store all the DevOps scripts, if usually the Build folder is ignored.
make a folder /Scripts or /Tools and push it to repo
there are no limitations on folder names (as long it is not something used and blocked)
That was my first idea, but then studying the engine and the samples (e.g. Lyra), I see that Epic Games uses the Build folder to store all the scripts, so I was trying to understand best practises ๐
I have a /Jenkins folder where I keep all my Jenkins stuff : )
Wow what a bullshit. Epic should really care more about fixing their stuff. After updating the engine you spend more time fixing new engine problems than your project issues caused by the update. And if it's an intended change it's freaking stupid.
Whenever I try to sync I get this message,
Also UGS is deleting this file on local workspace.
I am not sure what causing this
I'm setting up a git repository with LFS for the first time because I need to get on with the times
Is it normal for text files like INI or CPP to appear when you run the command git lfs status?
ie ue5/<PROJECTNAME>/Config/DefaultEngine.ini (LFS: d0aaa1e)
or did I screw up my .gitattributes
I don't see any reference to text files in my gitattributes aside this single line * text=auto
could someone help me clarify something for perforce. When using p4v, should the workspace root point to the folder location where your project is? I was having some issues with perforce and had to uninstall and reinstall some stuff on the server and in trying to get it all set back up, I have a new workspace setup, but when it was setup, it seems to be pointing at a different location.... but does have a copy of my project there? I'm not entirely sure how it managed that, and now it's got me second guessing if I'm supposed to point the root at my original project location or if this location is just how it stores the modified version or something until you sync with the server?
I was able to resolve this issue by using old UGS build
I think 5.4 UGS is bugged
ugs ?
yes, folder root. running commands like
p4 info
p4 set
in that location will give you more information about what that location setup looks like
Hmm, actually that's not quite right, I am seeing some default info from my first workspace in one of my alternative workspaces, interesting...
I guess since I mainly use p4v, everything is fine, but if I wanted to use commandline I should probably check those setups myself : )
pls somebody correct me if offbase, but given I'm getting errore in svn setup in 5.3 of the versions of svn in tortoisesvn vs svn in ue 5.3, i see noeasy way out beyond going git or perf.
I can't update svn in ue that sounds way over my head, and removng svn plugin, then how do I use SC with project?
Disclaimer : I haven't watched this guide, nor do I use git at the moment, but Azure DevOps is a popular free choice https://www.youtube.com/watch?v=iGS68YVutWo
worth a look, I think svn is out now unless epic updates it
Does anyone have a guide for start-to-finish setting up an unreal engine project to work on perforce? I've tried so many different times and different ways and can never quite get everything to work. The closest I can get is to have one p4 client be able to do things and other's have issues.
The issues are always with either getting Setup.bat to run without error, GenerateProjectFiles.bat to run without error, or to compile into editor without error.
The IDE I use is Visual Studio 2022 and I've tried this on many different unreal engine versions and followed many different guides and p4ignores configurations and p4typemap configurations but nothing works all the way.
Any guidance or help would be super appreciated. I'm currrently in the middle of yet another attempt.
ditto basically, if you have not tried not sure they wouild be any better than what yu have done, there is the PIN ,up top discord UI ,has svn, git and perf. help
I 'm not sure what ill be trying, git next I guess and see....there really aren't great options anywhere
devops looks nice, but the tut rec's anchorpoint,no free option there
Do you mean an engine source project?
Your issues seem to be related primarily to setting up the source build itself, not the versioning itself?
I am personally just running the source version with git, since we haven't bothered to get access to the perforce repo
Perhaps it would be best for you to break down your problem into clear, distinct pieces
is this illegal?
Can I self host a perforce server on my home server for free?
do I need a license or anything?
yes, for up to 5 people/licenses its free.
git is working fine, if I deciide later, where are docs for perforce local ?
ofc select local sever :), checking for inst's
also when I choose git , as sc method, I do not get the size UI as normally 5.3, mine has no options below email, specifically one I want, choosing lfs or not, can that be done manually at ue onsole or git bash ??
thanks, do you know if debian is good for perforce?
or is it only ubuntu, centos, and suse?
I have no experience with Linux unfortunately, I run mine on a windows server.
afik, dont quote, it may be only ubuntu is 'supported' officialy
perforce website should verify
I used to run ours on a Ubuntu server, now I think it's in a Ubuntu container
It's a bit challenging to set-up if you're not familiar, but it's not impossible
However, I suggest once you have it set-up, is to wipe it all off again and start over in a clean manner
Because when I did it, I left too much of a mess and there were virtual crumbs everywhere
I'm starting a new project and I'll be using Azure DevOps for the first time. I'm familiar with Git/P4/GitHub so I can find my way around it, but the art team might not be that familiar. Any tips of helping them onboard with it?
if you use azure then you would most likely uze azure git service with git-lfs.
tell your artists to pick a gui git tool software (tortoisegit, smartgit or anything that as simple as two clicks to use) and make a short guide "how to fetch changes" / "how to push changes" and git-for-windows "how to download/install"
I think a guide like that will be handy to have regardless
nice idea
oh, and make sure to run the command git lfs install on everybody
Any experience with Anchorpoint? I might be able to squeeze a bit of the budget for that
nope, only plain git and p4
I'm running proxmox on my home server, I created an ubuntu container and installed it there and seems fine but I haven't yet connected to it from unreal engine (perforce)
After updating our project to 5.4.1 from 5.3.2, we have run into this issue with PlasticSCM/Unity Version Control. Every time you launch the project, you have to wait 5-10 min for it to checkout every single piece of starter content (despite being unchanged). We haven't had any issues with this until upgrading. I have a temporary workaround where uninstalling the starter content for 5.4 fixes the huge startup time and unnecessary checkouts, but it will throw a warning prompt on startup and I'm looking for a more permanent solution. Has anybody else experienced this?
See attached gif for example. This is absolutely driving me crazy. I've wasted days on this so far. PlasticSCM used to work no problem with UE, but now is not working at all. It seemed to start happening after I built/rebuilt a project in Visual Studio, but that could be a total red herring. Repr...
5.4 has issues of perf for us, never had this issue faik, do file permissions lookok, no errors after itis done, or is this resolved ?
@wheat kestrel use this fix.
That fixed it, thank you! ๐
Hey, I am one of the Anchorpoint devs, so feel free to test and ask.
How does Anchorpoint handle authentication with Azure DevOps? It's a bit buggy for me with Git Credential Manager
(The JS scripts for GitHub authentication in GCM don't execute properly for some reason)
Aha, so you have a error that shows something with addEventListener, right? That is an Azure issue and on the azure forum there is a workaround for that: https://stackoverflow.com/questions/78527964/git-commands-faild-because-couldnt-log-in-with-git-credentials
This is annoying, becuse we cannot do anything here and have to rely on the Git hosting provider
Oh thank you very much
I got that issue with TortoiseGit
And I did the same workaround, I was wondering if it was TortoiseGit specific
On Anchorpoint you can use a PAT (personal access token) with Azure. That could help also: https://docs.anchorpoint.app/docs/version-control/troubleshooting/azure-devops/custom-credentials/
Great! Good to know this isn't a PEBCAK error. Makes it easier to onboard artists/non-devs then
Can you force unreal to stomp changes with P4? my coworker did a bunch of work but I submitted so he's not on latest so he can't submit but his work was way more than mine, how do you force? I can't seem to roll back either...
Uhm, there might be a force option, lemme check...
There is an undo revision feature, but that actually just adds an extra revision rolling back the changes, which sets your colleague even further back
Stupid solution idea: have your colleague back-up the project in a different location. Have them get the latest revision. Once they're up to date, replace it with the backed up version. Then Reconcile Offline Changes
(I'm not at work so I don't have a P4 repo to play with atm)
Uhmm
Actually my idea is really stupid so I don't recommend it
Quick question, I'm trying to make my inital commit but git is also trying to commit the plugins.... is there a way to make it so it doesn't or to include them as well?
also, my apologies, I know it's a dumb question but this is my first time using git
Have you got a .gitignore?
Also it's generally not bad to commit plugins too
I think i've figured it out, I'm doing a full initial commit with GitHub Desktop (seems to be working, it's commiting 56k files)
it's pre-existing, this is just my first time plugging git into it
or plugging it into git rather
Oh fair enough then
you had me worried for a sec lol
A fresh UE project doesn't have that many files
Like, an order less which is why I asked
first you setup gitignore by adding it to new project root (templates can be found easily)
then you add files to commit (ignored files will be ignored)
then you make commit and push it to remote repo
also githubdesktop is very bad. get some better git gui alternative
Thanks.
What would you suggest?
tortoisegit, sourcetree, fork, smartgit. there are over 10 various tools. pick whatever is free and looks for you
my needs satisfied with git console and tortoisegit. other ui give more various features on top of it
make sure you don't have anything from Build/ or Binaries/ in your commit and other build artifacts.
it is generally solved by proper gitignore
thanks
They should be able to just "get latest" and then resolve the conflicts in p4v, no? Make a physical backup of the files first
(How did you get into this mess in the first place? Most of the point of using perforce over git is that it makes it trivial to avoid this)
Lol hard to explain but it's all good we got it resolved
Are you guys abusing AllWrite workspaces or something though? Anyway - cheers
I love my 'overwrite files when checking out' flag in p4v. Unclobberable be damned ๐
while using SUBVERSION in UE5 should i work in the repo?
I'm a little confused because I have a master project folder/file and I'm adding what I currently have to another folder which is the REPO however, when I try to setup the subversion in UE5 it says
svn: E155007: 'J:\Echoes_of_Eden' is not a working copy
Failed to connect to revision control. Check your settings and connection then try again.
However the repo is at F:\Repositories\eoe-repo2 and I have the repository set to desktop-rne156h:8443/!/#eoe-repo2 because it's hosted locally
Also, does anyone else on here use svn/subversion for UE5?
no, but looks like there are some issues
https://forums.unrealengine.com/t/cannot-connect-to-source-control-using-subversion-in-ue5-4-1/1844213/3
mine is generating a currently 125gb+ rev file
i presume you have an ignore file set up
See, with subversion I wasn't finding any instructions or even premade templates for an ignore file...
but
Tortoise has one
but this giant rev file is supposed to be all the files compiled into one
idk
kinda dumb
Not sure if that sounds useful...
I would start with a blank project to practice things a bit.
https://docs.unrealengine.com/latest/INT/Engine/Basics/SourceControl/SVN/index.html
How to setup SVN so that you can share assets with other on your team.
The ignore file is critical to set up
Binaries, Saved, Intermediate, DerivedDataCache are the big ones
yeah I just can't find where it should be so i can add the extensions/directories myself, i'm going to cancel the current operation in tortoise and try to see if I can find it there.
alright, thanks, now i got one more question, i was under the understanding that working out of the repo directory project was a bad idea
is this still the case with svn?
Hmm. The repository is where everything is saved, aka 'repo' or 'depot' - and the workspace ( aka local working copy ) is where you work. This is standard in all version control systems I am aware of.
In version control systems, a repository is a data structure that stores metadata for a set of files or directory structure. Depending on whether the version control system in use is distributed, like Git or Mercurial, or centralized, like Subversion, CVS, or Perforce, the whole set of information in the repository may be duplicated on every use...
I thought github was free, you can only upload 2gb on the free version?
I'm about to give up on this version control stuff.
UE5 has multi-user editing anyways
Which is pretty bad when not over lan I hear.
Plus you can't use it to view/use old files...
but svn is a pain in the rear and git is limited on space and perforce and plastic cost money
hitting my head on a wall here.
git isn't limited on space?
it keeps saying i'm out of space when i try to do a commit
Self host it?
now that's more like it... is it called SelfHosted-Runners?
For lfs? No
azure devops is free even for large files but im getting a 'remote connection error' issue now in the writing stage...
if it does it again im also giving up lol
i do all this work and the first commit takes 10 hours to finish and then finally i nthe writing stage i get a freakin errror at 98%
like if they r gunna make it this difficult its not even worth it
Damn
I always recommend trying things out with a blank test project to get used to things before setting up a big project.
If something takes 10 hours, something is probably wrong somewhere, or your project is truly humongous and your network is slow, and perhaps you havent' setup an ignore file and are committing over half totally useless stuff...
Trying out perforce for the first time, following their tutorial. First time "reconciling offline work" and it's taking a million years, is this normal?
Yes, and it doesn't get faster either. I usually use it only for certain folders I know might be polluted, like Blueprints. Or occasionally to sanity check that project is clean. Most of the time if you practice good habits and don't change file read/write states by hand, there's not really much to find there.
Consider that it is essentially crosschecking each and every file, and there might be say... 300,000 files or whatever in a big project
it doesn't get faster? How do teams use this then? I'm used to git.
It's not something you need daily
I hardly ever use it, really. Maybe twice a year to check that project is clean
So, I'm working on a solo project, but building for windows and mac, so I need to move between the two platforms somewhat frequently for builds. This is painful if I just have to move the project, because rider/vscode etc. has to re-index the whole project each time. I was hoping source control could help with that?
This is assuming you always checkout things you work on, and always add things via p4 or unreal.
so, it's just "reconcile offline work" that is slow specifically?
yes, certainly. We have several build machines with Jenkins set up
this is what I was assuming.
Though I don't understand why this should take so long when I am doing the first "commit" to an empty depot.
Jenkins prolly doesn't make sense for me, want to minimize cloud stuff
If you run It on project root, it checks everything in local, even ignored folders like Saved and Intermediate. So it does a lot of unnecessary work
I did make an ignore file, but it may be very suboptimal right now. I just used their recommended template for unreal
oh, so it ignores the ignore file? So am I doing something I don't need to do here?
Once you reach the point you have maybe a bit of a team, some QA etc, having package on every commit + Nightly builds will make a heap of sense. But yeah you can live without it
Should be fine
do I need to do the full reconcile here? I'm guess I do since this is first time? What is the difference between reconcile offline work and the regular check out / check back in flow (or whatever it is called here)?
You do not need to do reconcile. Reconcile is basically sanity checking for files in your workspace that you have forgotten to commit and stuff like that. As I said before, I hardly every use it. And I see no reason to run it on first commit.
Generally you just have changes in a ChangeList. Submit that, others do Get Latest, bobs your uncle
without reconcile, the only files I see to add are these:
seems wrong? It seems like it isn't recursively grabbing things inside folders at all?
Add the whole Content folder for starters
.sln should not be versioned, show your ignore file
literally copy paste from perforce site
when I try to add the Content folder (or any folder), the only files I see getting added to the files tab are files in that folder (no files from folders inside that folder, i.e. no recursion)
Here's ours for comparison ( ours may have some stuff you don't need though )
/localConfig.json
/kards.sln*
kards.uproject.*
# Ignore IDE files
.idea
.vs
/.idea/
/.vs/
/Plugins/Developer/RiderLink/
# Ignore generated folders
Saved/
Binaries/
!/Plugins/StoveSDKPlugin/Binaries/ThirdParty
Intermediate/
DerivedDataCache/
Developer/
Build/
!Build/Android/gradle/AFSProject/app/google-services.json
!Build/IOS/GoogleService-Info.plist
/DataExport/dump.*
ArchivedBuilds/
Plugins/BlueprintAssist/NodeSizeCache/
Plugins/AutoSizeComments/ASCCache/
# Additional
log.txt
*.tmp
.*
#Notepad++ backup files
*.bak
I'm sure I'm just being a noob here, so feel free to just tell me to go read another tutorial...
thanks a ton for your help here
yeah, I'm comfortable adding stuff to this, my real Q right now is why I am not able to easily add all the files recursively
Our ignore can be criticized, it's a bit of a frankensteins monster by now perhaps...
in my experience, most .ignores end up being frankensteins ๐
But ignoring the solution is definitely ok, because that can and will be regenerated at times
yeah, that makes sense
Hmm... it's been so long since I setup a new repo that I don't remember, but it shouldn't be that hard...
maybe right click -> "files in folder", then add?
doing that, it is now doing this:
which looks very much like what reconcile offline work was doing, so I'm scared
lol
Well, as long as it is the Content folder, it's fine
I did it to the whole project folder, but I'm wondering if I should just go back to git here...
Don't, p4 is better for unreal
yeah, I wanted to try because I assum it should handle binary / assets / BP better
Ok, I would cancel that operation. Do you have Binaries and Intermediate folders? If yes, delete them now.
Those folders are always regenerated, so you can safely do that at any time.
should I try only adding the content and source folders?
Then you will save a lot of time on this initial setup.
Yeah, I would recommend focusing Content and Source
Or maybe even practicing this process with a blank test project with just a couple of files
Assuming you currently have a big project with lots of stuff
It's very small compared to larger projects I'm sure, but it's probably a couple gigs or something all together
I'm also using wwise, not sure how that plays in here
Yeah that's already pretty big and painful to start working with
I would practice this setup process with a Blank project with just a couple of dummy files to make sure you have a clear idea of what you are doing to begin with
Anyway, you are on the right track I reckon. Have patience, after the initial setup things should be rosy
gonna try doing with just the ignore file and the source folder
that's like 100 files and just text so very small
you use this?
aye, its waaaaaaaay faster.
are you part of the maintainer group of that or nah? Doesn't feel great to have to use some 3rd party thing to make p4 even semi-functional, ngl...
no just something i use. and i mean... if u're used to git... all the GUI's that make git usable are third party too.
I'm used to using git cli and it pretty much "just works"
I repeat, Reconcile is not an essential part of p4v workflow.
and p4 is more than usable by itself. it works great imo. you are talking about 1 specific feature that in normal workflows you'd need but once every few months normally.
but that's not for game projects with big non-text files
I probably just messed something up when I tried to reconcile the whole project at once and that maybe gumming stuff up still
no, it shouldn't leave any issues lingering
i.e.
๐คทโโ๏ธ there is a program on github that fixes the slow reconcile. if you don;t want to use that than you have limited options.
how do I clear those 4154? that's from my initial try I think
right click revert files
I'm not opposed, I would just like to do the thing with the default system once first at least
looks like revert is gonna take another 20 minutes, lol
though if it found that many files likely your p4ignore isn;t set up correctly
Note : to be precise a CL with stuff in it is not an 'issue'. It is simply what you have scheduled as a potential commit.
Ezra has a several gigabyte project, so 5,000 files is not unexpected
right, but now I'd like to discard that or start a new commit
revert, yes. will take a moment
- Add Source folder, commit. See things should work just fine.
- Add Content folder, which will likely be huge from what we have seen so far. commit. will take a while, but after that you should start reaching smooth sailing.
yeah, I tried with just source, but it seems like I need to first revert this aborted reconcile from earlier?
/0. check and verify your p4ignore file
it was stalling with just source
I'm going to start by just have basically nothing in the folder, e.g. a single text file to commit
so ignore should not be an issue
in that case reconcile/commit etc. will basically take .1 seconds anyways.
that's my hope. It seems I can't do anything until I somehow undo these current pending changes though. If there is an instant way to discard these, lmk. In git, this would be something like a stash
What is "shelve files", btw?
you can shelve them for later but then you'd still have to deal with them somehow later there is no real "discard" iirc as that could lead to data mismatches etc. so it does not let you intentionally do so. if you want files to go back to what they were you'd want them to be reverted to their previous state
there is a workaround iirc by deleting the workspace the CL is in but iirc that can lead to more issues.
i also have not done that in ages so that info could be wrong or outdated.
Can I just delete the whole depot and make a new one or something?
or rather delete the workspace, I guess?
Nope, looks like I can't even delete the depot without reverting these half-done changes
well, this has been frustrating, lol
maybe I can just delete the entire resource group in azure and make a new one
then be able to start fresh without this mess
you should be able to just obliterate/destroy the depot from p4admin
if you dont care about the data within
I just tried that and it told me I couldn't delete it because there are un-reverted commits or some such
Shelve is incredibly useful for example:
-
when I work on something at the office that I also want to work on at home later, I shelve it. Then I can unshelve the CL at home to continue work. This will however create a new pending CL at home, but generally this doesn't bother me as I just then Shelve those again for access at the office. Have to clean those up after use though. Perhaps there's a better way for that still.
-
when somebody wants a review of changes - they shelve them, reviewer can unshelve them from anywhere, leave comments on slack or jira or whatever.
After an Unshelve, once you don't need them anymore, simply Delete Shelved files and Revert the local changes as needed ( in the case of a review for example ). No problems
did you try both obliterate files and delete depot?
I haven't seen any option called "obliterate." I tried right click -> delete depot in p4Admin
aha! that sounds like what I want
thanks
looks like that cleared it so I can start again
don't have time now though. Thanks @ocean anvil and @wide raven
make sure the CL of the workspace is now empty otherwise you will still have to remove that workspace and create a new 1
that fast reconcile looks potentially clever as frick
Fast reconcile?
anyone know about permission errors re: p4 Typemap ? not working atm ;0-0
You don't have permission for this operation.
i honestly havent either, mine generally finish in just a few seconds, but i've heard especially with people who have a depot for the engine source and rather large projects it can take a good while.
and someone linked that addon a little while back and its even faster and from what i see/hear from other people who do struggle with the reconcile speed it saves loads of time. so figured it can't hurt to try it, its worked well for me since.
are you using an account with admin or superuser level permissions? otherwise you wont be able to edit the typemap.
Im not sure actually
don'trecall ever having issues last time I tried perf
may have to uninstall/re
not sure what may have happened
you could just check your permission levels on p4admin
ive looked but see no way to verify that, where would one check
well
i checked under , edit user
says stanard user, I presume that is the problem
again not surew why but perission tab in admin is greyed out
p4 configure show security < ran in cmd windows 11 pro, no permission LOL
likely because you don't have sufficient permissions.
ya
if you never set up any permissions the first account you added/made on the server would have gotten superuser permissions
if you go to p4admin users tab you should be able to see all registered users
try logging in to both of the accounts listed there if there is multiple
ok
if none of the acounts there have superuser permissions you probably messed up your permissions and might have to create a new server
ya, thats ok don't mind, ya I think thats about right ๐
when you create a new server after you create the first account make sure to disable autocreate and verify you have superuser permissions on your admin account. (bonus points if you set up permission groups to handle your permissions.)
I don't tend to do reconciles on the entire engine, though. I do it on specific modules, generally just teh source directories.
@ocean anvil fixed ;0-0 FINally, went into admin in another connection, user I want to use was not super, made it so ! lol, and now p4 -P yaddablahj typemap , worked!!!!
then ofc I set .p4igore and typemap
use source control they say...
like at some point it needs to be simplified and not take up 100 processes im out. no point
yeah well its not
so
if its this difficult its not worth doing
commit, push
should be done
and its not
so
ruining resources on my pc is all it does
yeah issue your end. I pretty much have Fork open all day and even being a GUI client it doesn't create loads of processes like that
I know Unreal maintains a bunch of metadata for source control for various assets, but I also need to submit a bunch of source code and binaries and stuff. What's the best practice for managing these different types of files? Using SVN, by the way.
I've had it do that once. When it was failing to connect properly to the git server, GFW just created a load of zombie processes.
@hoary rain I had zero luck with svn, though not for trying. I had version mismatch , maybe youhad more success.Atm I'm using perforce, so far , so GOOD. Free for up to 5 users etc.
I might consider switching at some point, though for the moment SVN is treating us fine. I just don't know whether to send binaries and source code first, or the contents of Unreal first and whatever remains afterward.
NOt that I may know hm , not sure what the need you are having regarding 'what' , to send when ?
I've run into issues with things breaking when I didn't use the submission system within the engine. When I just submitted via Tortoise, some data went missing and it screwed some stuff up. It may have been some other small detail somewhere that caused it, but I just want to be careful and make sure I'm doing everything correctly.
I used to help out on a simple engine, where yes tortoise was used, but it was all tortoisesvn, no engine involved as another eneity. That would be why.
if you don't use UE svn, it won't know about all the changes, no way it could.
Not that I'm aware of anyway, unless some custom setup was devised.
with git, I'm tryna commit and push a like 8GB zip file. Commiting was fine, its just when pushing I get thisi:
$ git push Enumerating objects: 4, done. Counting objects: 100% (4/4), done. Delta compression using up to 10 threads Compressing objects: 100% (2/2), done. error: RPC failed; HTTP 500 curl 22 The requested URL returned error: 500 send-pack: unexpected disconnect while reading sideband packet Writing objects: 100% (3/3), 2.77 GiB | 1.60 MiB/s, done. Total 3 (delta 1), reused 0 (delta 0), pack-reused 0 (from 0) fatal: the remote end hung up unexpectedly Everything up-to-date
Any1 know why it aint pushing properly? I even tried git lfs track *.zip and still getting ^ error
what app you use as frontend? looks like a bug in software that invokes git console
also you can look at commandline that is being executed
commit makes a local commit, push is what uploads it to remote.
you can try forcing "git config http.version HTTP/1.1" for large files inLFS
Not really sure why there are untracked in the first place as I'd never excluded them. Maybe Unreal engine automatically untracked them or smth.
Anyways my question is: is there any reason to include these externalactors files in my pushes?
Those are actors from your (OFPA) levels, so you probably want to
aight
also i tried this
but still getting same error fatal: the remote end hung up unexpectedly
https://www.youtube.com/watch?v=Pbl8Nhx_Z4o
im following this tutorial on youtube
hes using a cable as the grapller how can i use it as as my character hand (from one piece gomu gomu rocket abllity)
will be glad for help with this
๐ You'll learn to have basic understanding of:
- In-Game Collisions.
- Timeline Functionalities.
- How Traces Work.
- How to Setup Structures.
โจ๏ธ Input keys:
- Press "Left Mouse Button" = Start Grapple.
๐ Links:
Project Files: https://www.patreon.com/posts/103229573
Learn how to create timelines: https://docs.unrealengine.com/4.26/en-US/Progra...
ME and my friend are using Perforce and UE5.2. He's currently having this error where anytime he moves something on the map there's a pop up that says "Unable to automatically check out files". He has the option to automatically check out anything when modify, so he doesn't need to think about checking out things, but this popup is starting to get very annoying.
see what it says in the output log, that might give more details as to why
This is the only thing it shows.
if he manually navigates to that exact same file can he check it out without problems?
its unable to do it automatically what if they try it manually, browse to the asset and try to check out the file
The level is already checked out.
It's not presenting a problem in practice, but that popup keeps showing regardless if it's already checked out or not.
The weird part is that it doesn't happen to me. So I can't replicate the same situation.
Could some1 help me with this ^
I can't , but sorry you're having that issue, I gave up getting svn or git to work.
what service you trying to push it to? azure? self-hosted? github?
If youโre using GitHub.com do you have enough room in your data pack? Do you have a data pack?
Is there any way to make git LFS release locks when you push locked assets to remote repository?
Iโm using git bash to push my stuff onto my repo which is hosted on GitHub.com
Using github to store ginormous zip files is one heck of an idea
The zip file is actually part of your project source?
By โdata packโ do u mean โgit lfs dataโ? If so, I paid for the upgrade and have like 15gb+ available which is plenty of space for my 8gb zip
๐ญ it was the first git hosting platform I was introduced
Itโs my packaged unreal game so others can play it easily
Just plopped it in my folder
Just use any other cloud storage system for that...
For convenience hereโs the error again^
I could but I just donโt see why git is giving me issues I paid to be able to put larger files
again, someone being ripped off by github's data packs
Gotcha I kinda echo the othersโฆjust use a cloud storage? Seems kinda weird to throw your package game into source control
anyone know why Id not have file > new stream in p4v,bad install >?:
I migrated a project to perforce and now the project cant find the UE install to build the project, its looking for it under the workspace directory, can anyone tell me where to update the directory?
Right click uproject, Switch Unreal Engine Version?
i didnt del the sln, think it was read only when i regenerated or something, del and rebuilding project files sorted it
still have engine linking issue though, every engine reference is red
builds fine though
github has significant issues dealing with anything over 2gb, get a proper platform or breakdown the zip into smaller pieces
it is intended for code, not for large binary files
bump
did you check
https://github.com/git-lfs/git-lfs/wiki/File-Locking
https://github.com/git-lfs/git-lfs/issues/3733
Git extension for versioning large files. Contribute to git-lfs/git-lfs development by creating an account on GitHub.
unlock --force seem to release locks
also
Note: Different LFS server implementations may have different permissions. Some may require admin privileges to unlock someone else's lock, for example.
Haven't seen those yet. Much appreciated.
I'm using Gitea IIRC only admins and person who owns the lock can unlock
F
Just a quick google search shows GitHub is the best hoster. So what would u recommend. Only other host ive heard of is gitlab
Its fine if your project is oss/free
Azure is commonly recommended here, and should probably have a brief writeup and pin : )
the guide for azure is pinned in #ue5-general
github is pretty much the best host for code based projects.
but UE projects are not just code. they use a whole subset of files many of which are binary, as well as other large asset files. which github was not made for and is not properly set up for.
for git you'll likely want Azure as suggested above since you can get unlimited free storage.
are you saying asure works best with git
you get unlimited free storage on azure for git.
HM
its not really better to use over other hosting options for any other reason then being free as far as i'm aware
Perforce is pretty much industry standard for companies with money to pay for it / people who can host their own servers.
Azure+Git seems to be most pop indie option
but i don;t use git so i might be wrong
only neg for us, UE, is git is beta ? I guess there are other options there, haven't looked too much as I never got git to work,perforce was first to do so.
I wonder if there is any news on that , beta front
i've used nothing but perforce since the start and after a little bit of getting used to it it has been working perfectly with no problems ever since.
ya so far here great, only thing I have to do, is make a stream, didn't know when I first started usingit, so I can just copy nonstream into stream and delete afterwards,,streaming is very helpful,wish installer would have made that a bit more clear.
so i have a project, i want to go back and continue there, without loosing what i did now, is there a way to do that?
-
If only your local copy has unwanted changes, Revert them
-
If you have submitted unwanted changes to depot, you can Undo them ( easiest if they are very recent )
-
If your situation is more complicated, and you have to go back a long way, we can ponder that as needed
Ah, but you mention "without losing what i did now", so you will have to explain a bit more clearly what exactly you want to achieve
i checked out the commit i wanted and branched off it, its solved. thanks.
Anyone know how to prevent this error in Perforce when trying to submit very large pushes?
1 error reported
Submit validation failed -- fix problems then use 'p4 submit -c 1212'.
'swarm.strict' validation failed: Submit trigger unable to communicate with Swarm server [ourserver/api/v9/changes/1212/check?type=strict&user=user], unable to commit ().
This happens usually about an hour in to the submit, which tells me its probably swarm disconnecting from the submit?
Seems like it would be wise in any case to break down massive commits into more manageable pieces
I'm pushing the engine to our repo for UGS
Last time I tried to in a different depot we abandoned, it took me 20+ commits, breaking down the ThirdParty folder into many, many commits
Painful
Still, I'm a bit surprised it's that bad, I would have imagined, say, a 5-10Gb commit to be a realistic piece ( just off the top of my hat )
If it's all about the timeouts, can use an upload calculator
https://downloadtimecalculator.com/Upload-Time-Calculator.html
it is better if you have not just CODE but assets like unreal, and massive things like person who asked
github/gitlab good only for CODE and binary files under 50mb
Do you prefer perforce or git for unreal engine? Which is better and easy to use.
well if eassy can be judged by first towork, git no way
just kidding more or less, but ya perfoce was first to work without a lotof FUSS
buit its not free, so not easy to grow into unless you are richISH
Ggit hub works if you use lfs, according to docs, never tried so ..can't say with abs. certaintly
and no im not much of a coder atm, BP ftw o_0
I am trying git now see if I an get it working, as I like idea of unlimited repoi on git even private, using also asure devops
Hello, I'm quite new to using source control. I am currently using Azure DevOps as a server, but I am confused as to what stuff means in terms of storage. From what I've read, supposedly there's 250GB per repository right? But then I read somewhere that there's a max 2 GiB for Azure Artifact, but I don't know what that means. Is it max 2 GiB per file? They talk about a build somewhere.
me too, although ive not a clue how to get started, YET looking at vid tuts ;0-0-0
reading
no idea on repo limit sizes
allegedly unlimited private, through github
I've managed to get it working, but the storage stuff, even on github is quite confusing
well, good luck on your search too!
:))
we may be able to help each other, given we are doing tahe same thing
or close enough maybe...
I think this is spoot on, why they don't tell you about this , is well, not very business like anyway here this is for us https://www.bing.com/videos/riverview/relatedvideo?q=azure+deovs+github+unlimited+repo+tutorial+yioutube&mid=8318C69706EB136B3A2B8318C69706EB136B3A2B&FORM=VIRE
its all a bit cumbersome if you ask me, but I found taht binging for github azaure devops
Sure! I'll say something if I find out more about how the storage works. If you need help setting it up, I think I know how to do it.
hope that url helps, not surer precisely your needs re SC
Just trying to understand how the storage works, so that if I lose my local project, I still have it in the cloud, and what the max per file size and max cloud storage is, and at what point do I have to start paying. Because it just seems weird to me that I can just upload tons of GB and not pay anything
yes the repo part you get on github (allegedly un limited ??) is on github ofc, that is on github, local you might lose, bad file corrupt, thats what github is for , its a 'clone' Iguess you could call of it, of local
thats why im doing this, I have external flash, but I don't want to depend on just that, for my project
ie: no dedicated computer > server
I saw somewhere in a forum that github's max repo was 100GB, don't know if that still stands
ok cool had no idea
thats why lfs is impoortant, those big files go there..again, not sure how it all WORKS myself ;0--
I think github warns you before payment is necessary
as I recall....o-0
or maybe devps does, or both ;0-0-
There's a pinned message in this channel to a link named "Git for Unreal Engine Projects" that explains some stuff really well
yeah I tried that, but no success at all, kept getting errors in ue 5.3,,couldn't find root workspace or something
I gaveup, btw git is still beta in ue
not sure I want to put my important proejct, throug that
\ ๐
hence > perforce
but maybe devops > github is (OK
is OK
svn was also a flop
kept getting wrong version number between svn in UE and svn locally, so Igave up on that too
I didn't really read anything on perforce, but from a quick search apparently perforce is standard in the industry
I went to their website once and saw that it was paid, so I gave up. But apparently it isn't
well its free ''' for up to 5 users, forget what storage limit is
wait sorry
im storing loally on interanl samsung HD
so its free for me, just one user me lol
with ext flash drive backup <<<<<
I'm in the same shoes
I recomend that heavily
cool !!
so the devops + github private, it just another backup attempt...we'll see howit goes,,its free long as you don't choose, NON free pay as you go
it wanrs you,.allegedly :)))heh
I tell ya, backs ups are pushing my stroage to its limits ;))
I mean with everything else I have backed up,,blender ue etc. ;))
Ye, I too have too much storage spent on backups
well , my ext backup is usb3.2, 500gb or such so its holding , so far lol
you can do that too, those are falling in price quickly
5 yr guarantee
hdd or ssd?
oh alright
might help you for now, with some exp alternative backups
a backup for a backup LOL
dep on size of your project, don't forget to use LFS for git
and watch that tut above
Ye, I already have one project fully integrated with git and on the Azure cloud
nice ;_))
is this p4ignore example from the perforace guide good for unreal engine 5? do I need to add more things? The gitignore file has tons of other stuff in it
thanks, what is .idea? never heard of it
a folder that gets created if you use Rider
got it thank you for the help
though I've gotten away without p4ignore before
since you mark things for add and check them out yourself anyway
and having to setup an env var for your entire team is annoying
also you have a typo, it is PDB and not PBD ๐
you can also read what common gitignore does and port it for p4
its written that way in the official helix core documentation ๐ญ
Is there something I'm missing? I'm trying to build UGS in UE5.4.1 and it seems there's a missing folder? Is this normal cuz it's also not present on the Github
Hmm, yeah. Looking at the Github, it seems the Launcher folder is deleted between 5.3 and 5.4
For anyone in the future searching for this issue: https://forums.unrealengine.com/t/missing-unrealgamesynclauncher-folder-and-files-with-5-4/1822999/4 This post has the solution
It looks like the change @jpdoiron_bkom pointed out broke the Installer project because it still references the UnrealGameSyncLauncher project. Youโll have to modify \Engine\Source\Programs\UnrealGameSync\Installer\Build.bat to point to the UnrealGameSync directory: :: change this line set SRCDIR=..\UnrealGameSyncLauncher\bin\Release\net6.0-wi...
What's my easiest option for backing my current work to my perforce server without removing it from my local workspace? In git I would make a new branch for this work and push that branch to the remote, and then eventually delete it once I have merged it into trunk.
Is shelving without reverting local files my best bet here?
I also briefly looked into task streams and sparse streams, those could be a fit too I think.
"without removing it from my local workspace" this would normally happen with plain old trunk dev, no branch, can you clarify more what you want?
e.g. are you trying to temporarily save your work somewhere without actually embedding it into the change history? or mimic a specific git workflow
lots-of-branches dev is... challenging in unreal, to say the least
in Azure Dev Ops, where can I find the right credidentials for GitHub desktop?
I commited the main branch once but now when I want to push something it's asking me for the Password again - I should be using a Token? Or the original user password?
Nothing seems to be working
ok nevermind I just add to regenerate the Token once again for some reason
I think I'm just trying to back the work up somewhere on the server so that I don't lose it in case my machine decides to die in the next day or two, without removing that work from my local workspace.
I'm assuming you're referring to the fact that you don't want the team locking all of the non-mergeable files in perpetuity because nobody would be able to get any work done?
do you want a back up of the server, including changelists, revisions etc. or just the files in your workspace?
probably moreso the fact that all the binary files the engine uses are rather hard to merge. so merging side branches into your main branch can be rather painful if multiple branches have modified the same files.
If you're just looking to temporarily keep a copy of your work on the server, yeah shelving would do. Personally I just got in the workflow of committing every few hours, day at most, and keeping my code compiling
Makes sense. Is it common for UE devs to keep their own copy of a particular blueprint they might be working on so that they can keep committing to it, but then later down the line they can do a manual merge?
you would just check it out and keep it checked out
Unless you really want/need to manual merge
Yeah checkouts is key in a team
You don't want thr whole merge rabbit hole. Trust me.
Sometimes it happens but it shouldn't be a regular thing of people use checkouts and commit regularly.
In a group project I don't like the idea of committing to mainline with that sort of frequency. I would advise to keep the file checked out and shelving 'backups', with max. daily commits on intermediate work ( as long as it's not breaking stuff dramatically ). In a solo project, feel free though
Seconded, Never Ever aim to do manual merges. Always Checkout, if somebody needs the file, talk about how to handle the situation. Options include
- letting the person know how soon the file will be freed up
- if it's a rush to get a small change in, perhaps a w.i.p commit to mainline and giving the person a time window to perform the change ( again, this supposes that the commit to mainline does not break things dramatically )
In an Unreal team project, working directly to mainline is pretty normal, but trying to simultaneously keep mainline as functional as possible is paramount so QA can get nightly builds
So branching off main, then editing and committing the branch, rebasing main, then merging the rebased main changes into the branch, then amending the branch's only commit with the merged changes.... is trying to be too clever for my own good.
6 new files, 4 altered files in the project with that commit.
Commit says 4 altered files only.
(It's just a solo project so I can derp around like this)
Yeah, I would personally really recommend only getting deep into branching stuff only with source code files.
With Unreal BPs, I have gotten used to trying to think in terms of daily milestones of developing complex features and just working with mainline
In the above, some CPP files fell victim to the issue too. I'm just not as clever with trying to manipulate with rebases/merges as I thought I was.
But yeah, I agree with that vibe for BPs. I really feel anxious having to rework something in my main movement BP.
Regarding anxiousness, the fact you have version control should lessen the fear, since you know you can go backwards at any stage if something goes horribly wrong. So especially in a solo project, more granular commits may make sense vs my recommendation of daily in teams
Yeah agreed. It's more like.. you know, those times where something went wrong but you don't realise for a day or 2
Another pattern I like to do if there's a really complex change in the works, is to keep the old path intact and switchable to the new path, so other devs are using the old working model while I work on the new broken thing wip
Then you're stuck eyeballing a blueprint
Yeah, surprises can be nasty
That's a good idea. You mean path as in, in the literal BP right
yes
Like having a bool in the BP "useNewThing" yes / no
Yeah I should think of that more probably
Well, and hopefully just not make any more realy complex BPs
Yeah, keeping things simple is always best but can be hard to avoid often... Typically you have to build things out the hard way and then can simplify once you have mapped out the problem space
"Commit early, commit often" always prevails
So we were blocked from upgrading our project from UE 5.3 to UE 5.3 due to SVN not working. Looks like 5.4.2 may have fixed this
UE-213478 Subversion (SVN) consistently fails to connect on 5.4 and later according to https://forums.unrealengine.com/t/5-4-2-hotfix-released/1889074
Anyone running SVN on UE 5.4.2 able to verify that they were able to get it working for them?
The 5.4.2 Hotfix is now available with dozens of fixes for Unreal Engine. Please feel free to share feedback and discuss the current version in the release topicโUnreal Engine 5.4 Released. If you experience a bug with the 5.4.2 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form . Issue Summary ...
Im part of a group of people who are using perforce to contain our UE5.3 project.
I recently advocated to update the project to 5.4 (due to retargeting improvements).
How involved would the process be of changing the engine version of the project in the repository?
Would this just be as simple as checking out the entire project directory in Perforce, and then right clicking the .Uproject file and switching versions, then just submitting the changelist?
You don't need to checkout the whole project.
Just the uproject file.
"upgrading" a project using the launcher just involves changing which version the uproject references.
looks like it is this commit
https://github.com/EpicGames/UnrealEngine/commit/13f16d193d842c33c1e5d2d084123bd8b093c398
i don't think many people use unreal svn integration
Hi hi, I'm trying a git lfs workflow for the first time, me and my team have trouble cloning a git lfs repository
Getting files that look like this:
version https://git-lfs.github.com/spec/v1
oid sha256:2422fab6a868465242fa8287b138051e93f4559ada530dec74247fc6aafb182a
size 1018
ok, i figured you had to do git lfs install followed by git lfs pull
Is there a way to have that done automatically with a git clone via TortoiseGIt?
yea, it looks like you forgot to install lfs hooks
you have to do it manually for each repo (usually run git console)
Also it's a bit confusing for me whether git lfs install is system-wide or repo-specific
And do you have to do git lfs pull everytime you want to pull changes?
no, after installing hooks they will be triggered automatically after regular pull/fetch etc
git lfs install changes hooks within .git/hooks folder for that repo
Righty ho, so standard workflow for cloning a git lfs repo is
git clone <Repo>
cd <RepoDirectory>
git lfs install
git lfs pull
Yeah we're in the minority of using SVN for sure, but I know we're not alone. If anyone's curious seems to be working in 5.4.2 for me
oh ok, thanks for this.
will try out soon.
How does the Developers Content folder work with source control? Is it part of the project or stored locally only?
Generally there is no difference from other content, but it's a little bit up to the developer. If they never submit anything, it's stored locally (but the engine probably marked it for add if you're using Perforce).
"Developer" folders don't have to be per-person either. You can create and name them whatever. They can be good for developers to share experimental or test content.
ah ok that makes sense
Just noticed this - SourceControl: CommandMessage Command: UpdateStatus, Info: Path 'C:/Program Files/Epic Games/UE_5.3/Engine/Plugins/Marketplace/TerminalBallistics/Content/Bullets/DA_Bullet_308.uasset' is not under client's root 'C:\LiveSimDepotRoot'. SourceControl: CommandMessage Command: UpdateStatus, Info: Path 'C:/Program Files/Epic Games/UE_5.3/Engine/Plugins/Marketplace/TerminalBallistics/Content/Bullets/DA_Bullet_338.uasset' is not under client's root 'C:\LiveSimDepotRoot'. SourceControl: CommandMessage Command: UpdateStatus, Info: Path 'C:/Program Files/Epic Games/UE_5.3/Engine/Plugins/Marketplace/TerminalBallistics/Content/Bullets/DA_Bullet_300BLK.uasset' is not under client's root 'C:\LiveSimDepotRoot'. SourceControl: CommandMessage Command: UpdateStatus, Info: Path 'C:/Program Files/Epic Games/UE_5.3/Engine/Plugins/Marketplace/TerminalBallistics/Content/Bullets/DA_Bullet_300BLK_Subsonic.uasset' is not under client's root 'C:\LiveSimDepotRoot'. can't tell if I should be concerned. Those are an engine plugin assets, but why does source control care?
the engine is trying to check them in, perforce then responds sorry can't do i don't have access to those basically.
as long as those files are always part of that plugin by default and that plugin is always added i dont think you need to be concerned.
Cool, thanks for comfirming
Hey guys what version control do you recommen for UE5.4?
liked svn via tortoiseSVN but never got past version mismatches with ue vs svn itself. Git also had issues connecting ,perfforce tho not'free' if your team is gong to get large enough, I did get working with effort.
oh okay, I was wondering I tried git but is not connecting properly so is why I was curious what others has been using.
yup ๐
Git, just don't use builtin git integration (or use projectborealis git plugin) or a separate git gui
svn is horrific if you want to do modern dev cycle with branching/merging/tagging
perforce or git. i personally use perforce which works great imo and is a bit more industry standard, but git has more community resources and can be set up for free/cheaper. perforce is free as well up to 5 users but doesn;t provide free storage/server hosting, unless you host your own server. but git can be a bit more cumbersome because of the need for gitLFS and it does tend to run into more situations where it might require some tinkering to have things work as desired.
I'll suggest perforce even you are a small team because it is free below 5 seats. And it could be very smooth to upgrade (paying money) to the commercial license. SVN is terrible for branching and merging, git is terrible for managing the large file and the default git has no asset lock even.
locking assets is horrifying mess in a large team, i'm really glad git does not offer that by default
i already had fair share of that mess back in the svn days when people lock tons of assets "i work on them" and then blocking everyone elses work
It's why the Perforce source control integration has uncontrolled changelists
That's interesting. I've never encountered this working in large teams with perforce.
Everyone tends to be pretty conscientious about it and make efforts not to block other people.
artists like to lock files they work on (because there used to be button "lock this file") and when it is done on a shared blueprint or so that is under quite heavy use - troubles arise
also i've never used much perforce so (mostly svn/git)
Maybe I just don't work on enough of the same files as artists. Sometimes I do and they're pretty flexible about letting me know when it will become available if they can't just revert it.
But it's not feedback that's ever come up on teams about workflow issues. At least that I've been included on.
its more of a work culture problem then a software problem in most cases.
I would agree with that
That's like the first time I've ever heard anyone complain about locking instead of complain about how someone had to throw their work in the garbage because they didn't have locking ๐
I'm using Git as source control. if I right click a blueprint and choose history and try to diff, it always fails, claiming it can't load it. However, if I go into the blueprint and use the diff menu in there, it works, telling me it works but something is wrong with the history diffing tool. Anyone know what causes that and how I can fix it? is there a source control setting I need to change? Just using the built in git support for Unreal 5.3
Good morning everyone
I am having issues with Perforce and UE4.27
Everything works fine with the P4 Client but I can't have the editor connect to perforce. It doesn't show any available workspaces
This is the error log when I click on available workspaces
I run the same command through terminal and it runs fine. I don't know why UE can't find the workspace
And the settings in the connect screen are correct?
If you do really want to use Git, you'd better use
https://github.com/ProjectBorealis/UEGitPlugin
instead of the built in one.
It is still better that if artists didn't give a shit that just force override others' work ๐
At least, you know someone is working on it and you need to talk to that person
So this issue can't be solved with the built in one?
I never tried, but this plugin works very well. We tested in the internal team.
is it possible to use perforce source control for free?
If it is under 5 seats, you could use it for free
oh that's good, yeah its under 5
but im having issues trying to even get started with it
when i click 'try for free' after entering my company details its stuck at 'please wait'
Well, you might ask their customer service center, then.
never mind it was opera gx
i suspected it to be the case because opera uses an outdated chromium version
Opera GX is weird though. It never works on my iphone. Can't load any pages.
yeah its pretty bad
What's the closest I can get to a Github style pull request, specifically to get a code review, for my Helix Core Cloud instance? Is swarm about as good as it gets for Perforce?
You can use the shelving feature to share code. You just have to tell them the CL and they can either unshelve it on their end or just do 'diff against source' directly from the selved file.
Shelving method seconded, we use it and it works a treat
Thanks for the tips! How does it work as far as leaving comments on the code and so forth?
There is no capability for that sort of thing with shelved files. For that you would need an actual code review system like swarm or code collaborator. But you can always shelve changes and have conversations about it through your text or video communication software of choice.
hi, I would like to use cloud source control for unreal engine. how can I configure it and which platforms should use? currently I use gitlab but it has 10gb limit. I need more storage for my porject.
Azure has been often mentioned here
Does anyone know if there is a way to "save" blueprint diffs? I'm trying to figure out a good way to provide a list of changes when an update happens. The diff tool works great, I'd just rather not manually screenshot every change. I'm using perforce.
tbh, too tempted to ask why you have to deal with diffing blueprints so often that you would care for something like this ๐ 
Like to actually provide a history of changes? I think it is overkill frankly, I would recomment other paths.
- Have a system for CL naming. We have prefixes like FIX: CHANGE: ADD: DELETE: etcetera, and we try to educate people on having very clear 1-liner descriptions accompanying very clear changes ( not cramming too much into 1 change )
- Code Review before submitting to mainline. We have a slackbot that randomizes people from a pool to review code, so everyone reviews each others work ( via shelves ). This is not necessarily for all tickets, but the more we use it the more people know about the big picture.
Also, if you are not already using them, I recommend these plugins to make BP code neat and consistent across developers
"Name": "AutoSizeComments",
"Name": "BlueprintAssist",
"Name": "NodeGraphAssistant",
Sorry, I mean for end users. As itโs an asset pack, you canโt just update it like a game. So if a bunch of changes are made in a new version but youโve already made your own edits to suit your needs.
Trying to figure out the best way to provide context to help you basically merge the update and your own changes, as best as possible anyways.
When creating a repo in Azure, should I just clone the empty folder and move thee project into it, or is there a method to convert the project folder into the repository's folder?
Quick question. I forked Unreal Engine to have the EULA front facing before accessing seperate orphan branch I created for some research documents I created
if I set that orphan branch to the default one over the release branch as a convivence for people looking at it. Will the user still accept the EULA meaning be added to the EPIC repo
I assume the entire fork would require people to sign up to Epics repo which is intended
So, I am upgrading my source fork 5.2 to 5.3
I have resolved all my changes.
I still have 20,000 conflicts to resolve.
What is the correct git command to resolve all remaining conflicts using upstream/5.3 ?
If I try to do them all in Fork, I often get such errors, and then the fork client get stuck. Or maybe it is still processing the rest...
git checkout-index: Engine/Plugins/Bridge/ThirdParty/megascans/_next/static/chunks/9126b74717501af64efa5569bcb9e12576181dbb.5a037cbc439869810a03.js does not exist at stage 3
hey my 2cents, without knowing the changes made, I would suggest doing a rebase rather than a merge, so you would only have to worry about conflicts caused by your changes
It sounds plausible... Unreal docs recommend merge so I've been following that. Thanks!
https://dev.epicgames.com/documentation/en-us/unreal-engine/updating-to-the-latest-changes-from-epic-in-unreal-engine?application_version=5.3
do you have many changes in engine files?
generally it is easier to make a fresh branch from release - cherry pick the changes to engine
or interactive rebase of your branch from one to another release tag
instead of trying to merge release branches
Yeah, I am starting to feel I am doing this backwards, though one might assume epic docs on this would not lead astray : (
That said, I am still interested in what the git command for "resolve all remaining conflicts using upstream/5.3 ?" would be.
since epic duplicates git commits in different branches a lot (as perforce mirror) it gets very troublessome when merging
i don't use commandline for that, usually simple tortoisegit rebase/cherrypick ๐
Pain is Fun...I am going to try this manual pain path to the end and try another way next time
anyone here using Azure DevOps?
I created a free tier account not long ago but I'm now receiving mails from them telling me to upgrade otherwise I will lose data etc.. but I don't need to upgrade to keep using it right..?
what does the actual email say?
Do I have to upgrade to the 'Pay-as-you-go' tier but as long as I don't use any paid services I'll be fine? thats how I can keep using it?
Read the FAQ about creating an Azure free account. Sign up for Azure and get 12 months of popular free services and more than 55 services that are always free.
pretty much as long as you are not actually using any paid services or services beyond the free limit.
Hi, my perforce seems to be hanging a lot on reconcile operations. Any reason why this is happening? (I have it set up on aws on an c6a.2xlarge ec2 instance type FWIW)
Ok good thank you
perforce reconcile can be really slow on large reconcile operations. you should normally not have to reconcile very often though.
Otherwise you can also look at this plugin:
https://github.com/brickadia/p4-fast-reconcile
does this work for added or deleted files?