#source-control

1 messages ยท Page 19 of 1

outer kiln
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ya i have lumen onm

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9on

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dain kehyboard drivingme nuts ,,

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harfd time getting used to chicklets

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;0-0-

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heh

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what is alternative to getting nice lumen lighting ?

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lighting is hard to getr 'right

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espeially on my huge outdoor level

runic vault
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lumen is dynamic lighting

so its more a question of, do you need dynamic lighting or not?

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if not then turn it off and used baked lighting

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for similar visual quality but much lower rendering time

outer kiln
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ok ill give it a try

runic vault
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the drawback is having to build lighting, but its not a problem if you have a good cpu

outer kiln
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any idea btw ,,I must hace done something i n svn,git or perf,,everytime Igot into landsape mode, up POPS 40 unsaved

runic vault
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they also have the gpu lightmass thing but I never used it

outer kiln
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i save,,and igt always comes back,ever see that ?

runic vault
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save what?

outer kiln
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me either ,nope

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the 40 unsaved it alwaysw bugs me about

runic vault
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I don't know what your referring to

outer kiln
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ill try to take screenie

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its just ink freeform

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windows 11 pfro

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pro

runic vault
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you can use this to see what those are:

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File dropdown menu

outer kiln
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checking

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ahh yes

runic vault
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I have not had to work with landscape much so don't know what that is

outer kiln
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its like I save them, nogood keep coming back,likeue isn'tsaving= them right or somegthing...

runic vault
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check the log

outer kiln
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its ok I thouight worth a try ๐Ÿ˜‰

runic vault
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to see if it says anything when you save em

outer kiln
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no efrror comeds up on save

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hm good, doing repo create in tortoise looks better!!

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its doing more things

runic vault
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yah dunno, landscape is one of the more complicated things in the engine and its changed a lot over the years

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like I remember when it wasn't even called landscape

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it was just "terrain"

outer kiln
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hjehe

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ya its a nighgtmare\

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i could havegone eashy route and done gaea , but what I showed yu is a couple years of manual sculpting

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all plahyable areas with thingsw to do

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far fromdone ;0-0-

runic vault
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years? what lol?

outer kiln
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but ya, ill prob make sometrhing in gae at some point to push things faster

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2anyway

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not everyuday,,,but yy here and gthere

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here and there

runic vault
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yah I don't think people manual sculpt huge landscapes

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but start with a procedural generated one and then touch it up

outer kiln
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nope

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well its just 5101 but ya

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well it had to resemble idea i hacve for game

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jlus if id done one in gaea or such im not sure you can edit over those ?never tried

runic vault
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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

outer kiln
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i hadn't heard hm

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blender even has stuff for randon seed terrain

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nogt as good as gaea i dontthink but ya

runic vault
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non-destructive one and landmass maybe

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I don't remember exactly

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but they have videos that talk about stuff that is not in the documentation website

outer kiln
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yes landmasx ive used igt\

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but its very taxing on computer,,lagghyISH

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ty for url looks good

outer kiln
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ashhh got it finaly

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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 ? ๐Ÿ˜‰

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sounds like im where I need to be

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that was just ,config dir

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ill keep gong

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so how do I update all this as files chjangein ue project ?

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since I tuirned off svn in ue 5.3

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svn update ?

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so config, content and project icon should suffice I guess

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dain SO fast

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wwwwwwwwwwwwoah

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since the link is set from project to working dir, all shoud be gold

runic vault
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its just regular copy

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so that the files exist in the folder

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then you can svn-add them

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and then svn-commit them

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well, there is no such thing as svn-copy command

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so presumeably you did just do regular copy

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oh wait

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I understand what you said now

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yah that is a contextual thing specific to the drag and drop

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so yes its correct

runic vault
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to commit you just r-click the root folder in windows and do svn-commit

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and it will bring up the dialog showing modified files

outer kiln
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ok cool

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root folder as in working ?

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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 ;)))

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igts ok I'm askng around, ill fix it in time

runic vault
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yes

ocean anvil
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if they are landscape proxy stuff its probably to do with the whole bugged landscape HLOD stuff in 5.3

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if they are starter content it could be the engine reinstalling the startercontent on startup.

outer kiln
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its the streamingproxy stuff

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but im not using streaming atm just world part

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well its never donethis till I strartd messng with svn

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i mean sc

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atm terrain hlod is ghosted out under build

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greyed LOL

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\ODD I deleted hlod, all 40 were gone,but 2, it thought some more, now gthey are back atr 40 again ;)) SIGH

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mahybe the bug is using sc,maybe I meassed up somdewhere,, together with hlod issues

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may be moving this to 5.4 will help some ....HM or notgiven its there too

ocean anvil
# outer kiln but im not using streaming atm just world part

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.

outer kiln
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hmmm

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so weird it never did this trill I started messing with sc again

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\so ya,,later i'll conert a copy to 5.4

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ahhh Gah,,nanite is enabled here

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but , not on landscape

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illtry building hlod, sometimes it crashed project LOL

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hold built fine, during it said juist 2 unsaved, but as it worked through textures waitgingto be ready, now its 40 again;))

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meh no matter, ill convert latre to 5.4 see what happens

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5.4 is so much slower kind hate to but...

cunning surge
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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?

woven sluice
outer kiln
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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 ?

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and browsing via add files to server in p4v, isn't allowing me to choose say project file. just folders

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so how do I backup project or is that needed ;0-0-0

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ok nvm apparently, only folders allowed in THIS step ;0-0-0

sour sun
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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. 
outer kiln
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I've never done vpn, but same pc hmm thats weird,never seen such a error

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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,,

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Im having other small im sure, issues,,aint they always there!!!!

sour sun
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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 ๐Ÿ˜ฅ

outer kiln
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its weird tho!

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eocf, completed successfully

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then bam

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good news but,,HMMM

ocean anvil
# outer kiln so how do I backup project or is that needed ;0-0-0

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.

outer kiln
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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

ocean anvil
outer kiln
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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

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almost ran ojut space on c ;0-0-0

ocean anvil
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i would recommend not storing project files on a flash drive for anything other than temporary back ups or moving files around though.

outer kiln
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heh no so just usng flash drive for time bneing

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I just donthave any room, but I did selete a few things so I thinkG is availaBLE

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it was late last night ;0-0

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anyway , since I was almost out of space, I had to STOP the add files wizard,,,how do I get it back ??

ocean anvil
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deleting files and folders late at night is also not a good idea i can say that from experience lol

outer kiln
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hehe

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I uist wanted igt to work

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last minute jitters, work darn thing!! ;)) ha

ocean anvil
outer kiln
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yes, I did but I have no idea how to astart the add files wizard

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just 'add' does nothing

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im like...

ocean anvil
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add is to add files from your workspace to the depot

outer kiln
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wher you can choose folders to add

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yes

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but no menu option tgo start that wizard

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unless i missed some files,,if some remain, will it not start ?

ocean anvil
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what wizard exactly? to populate the workspace?

outer kiln
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yesk,,its alled,add files blah

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in big bold letters at top

ocean anvil
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are you trying to get the files from your depot to your workspace or from elsewhere on the pc into your workspace?

outer kiln
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depot and wokspace are there visible onlegft

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sgtopping wizard to add files after chosing folders was working great!

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buit I was running out of room, sinmce for some reason it was using which is odd

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so ya

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using 'drive C'

ocean anvil
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so you want to move your workspace to use a different location?

outer kiln
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well as I say

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for some unknown reason,Iwas pushing all those big project folders onto my Cdrive

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never told it to, thjat I recall ,,I can't imagine,,drive c is has the smallestg space atm,,smaller drive

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G was the target,fast drive, 1tb

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so I redid , add worksapce

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but that wizaard, the window, add files to workaspce I guess its called,,wouod dnever come up

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I rem,oved the other wqorkspace that was targeting drive C incorrectly

ocean anvil
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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.

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if you already have the workspaces tab open you can skip that first step

outer kiln
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sorry for svn switch, all those files are still there, I just wanted perfo to work ,,bugs me when things dontg work ๐Ÿ˜‰

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anyway checking

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whbich is right, i wanted it at H, it was just a test

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yes its always open np :))

ocean anvil
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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.

ocean anvil
# outer kiln

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

outer kiln
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so the add files wizard only works once after setrting up new workspace ?

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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 ?

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but ok ya just move thjem in we

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above was ersutr from depot > right click

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itse just not saying where theyare

ocean anvil
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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"

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it will also tell you the server root among other things.

outer kiln
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ah ok GOOD

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OOPS

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Server root: C:\p4root\

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no wonder ,,gah OUICH

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\so I need to move p4root on drive where I want worksapde to go

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I thought tghat had to be on C

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wait,,so issuing p4root line,,defauots to placing it on C ??

ocean anvil
# outer kiln

this means you are modifying files that you have checked out on another workspace already btw, which you normally should not do.

outer kiln
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well I was just trying to gedt the wizard working again, it made things easy and direct

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but ya

ocean anvil
outer kiln
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ok ill jkust set gthe p4root on H , then it should place wksp on H where I have space

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I just thoiught p4root was just a variable program n eeds hahah

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o_0

ocean anvil
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technically it is just a variable, but it is the variable it uses to store all the data ๐Ÿ˜„

outer kiln
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yup

ocean anvil
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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.

outer kiln
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ya np ty for reminder

outer kiln
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ok n ew p4root DONE and in place ;0 yippppeee lol

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im clearing room to use G not H, G is 1tb onboarfd very fast drive

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never have enouigh room,,who really does :)))

ocean anvil
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i do ๐Ÿ˜› at least for the forseeable future.

outer kiln
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you prob mean at work

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of course, nasa, m$ will never run out of room :)))hjeh

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well its OK

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Im just movingthings off to E, which is my fastest flash,,freeing up ROOM on G,

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g is on motherboard so

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bbl

outer kiln
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CommandMessage Command: Connect, Error: Workspace 'Sandy1714_Essence_486' does not map into this project's directory.

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and this, CommandMessage Command: Connect, Error: You should set your workspace up to map to a directory at or above the project's directory.

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but there are nodocs that Im aware of, that say to do that,not on uie doc page for perforce or anywhereelse

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so...;))

graceful swallow
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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?

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wondering if just checking all of the .git files into perforce accomplishes this, or if that will create future problems

outer kiln
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i doubt perf would know what to do with them

unreal citrus
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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.

wind gazelle
# unreal citrus Does it make sense to Fork Unreal engine and then add it to my game project as a...

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)

unreal citrus
wind gazelle
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technically you can point that submodule reference to anywhere - including github. as it is just a remote

unreal citrus
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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?

wind gazelle
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downside - when you clone with submodules, you get much much longer time and it is not artist friendly ๐Ÿ˜„

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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

unreal citrus
wind gazelle
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no, just EVERYONE will have clone them. even those who do not need it like artists

wind gazelle
outer kiln
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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. ???

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what do they mean by at, as in same dir ?

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atm both are in same dir, is that causing the error ?

runic vault
outer kiln
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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.

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these weird wkdir must be in or above is so crpitic

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but I did find some clues about weird unsaved terrain,

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..........cryptic o_0

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anyway I checked k the file IS there...anyuway enough, svn >>>

outer kiln
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@runic vault svn is now finally working, ie: content> revision control> mark for add o_0-0 yayayayay

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peace of mind---

outer kiln
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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 ??

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want to make sure I'm not missing something...

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whwen the .svn is also in projecdt root, ue sees svn and it works, and CONTENT > source conjtrol mark as add works too!

runic vault
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show a picture, can't really understand what your asking

outer kiln
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oh sorry, will do

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the repo is there

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with just repo, sc svn doesn't work

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if I makecopy of.svn in repo folder and paste into folder as above, svn works great,and I can add content from ue

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just makes no sense, or is that now this works ? ;0-0

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bbs , supper

outer kiln
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ok

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anyway if you dontwork with svn its ok,I was thining of someone who does work with svn

runic vault
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you have an svn inside of a git repo?

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don't mix your src control programs

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they don't really have awareness of each other

outer kiln
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yes

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i thoujght i was having success with svn,but thats not reality, visualsvn and tortoisSVN

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found tut for svn with sourdetree/git

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svn/sc

hushed nebula
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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

outer kiln
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it wont work if its still the same company, pretty sure, unless there are other facts here

outer kiln
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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

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specifically, sourcetree + git installed during install

cyan jay
hushed nebula
cyan jay
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ok, sounds painful ๐Ÿ™‚
you'll need to make sure that both teams are never modifying the same assets too

hushed nebula
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also to note although this might be obvious, each instance will be running on its own port same IP

cyan jay
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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.

hushed nebula
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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 ๐Ÿ˜‰ imagine they are 2 completely separate servers (while really instances) each has it's own user accounts and port to connect to

cyan jay
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Yeah, I get it, just interested to see how it works in practice.

outer kiln
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Please re-save /Game/ExternalActors/ThirdPerson/Maps/ThirdPersonMap/7/ER/1PX8ONS4CLAHZXIM1VJKQL. < is this a SC msg? not suire how else it would make sense ...

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oops, here is comp0lete msg, Fixed up invalid landscape material instances. Please re-save /Game/ExternalActors/ThirdPerson/Maps/ThirdPersonMap/7/ER/1PX8ONS4CLAHZXIM1VJKQL.

ocean anvil
broken loom
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GitKraken is officially dead with its 10.x update
What do you guys use for git visual client

silver token
broken loom
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It does actually look pretty good

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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 ๐Ÿ˜„

silver token
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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.

broken loom
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Based on their webpage its just 2 people making it
I'll try it, since its free to evaluate

silver token
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"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.

broken loom
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Oh nice. That actually just motivates me to actually pay for it lol

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I'll use it until it gives me a reason not to, once I deem it stable I'll pay for a license

broken loom
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I just noticed the icon is literally a fork lol, amusing

outer kiln
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sourcetree was very easy to setup compared to the other built ins in ue

cunning surge
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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)"

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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)"

outer kiln
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fiery pelican
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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.

teal bone
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Probably in /var/log/p4d or some such

fiery pelican
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I don't have ang logs in my log folder that seem perforce related.

outer kiln
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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 ?

fiery pelican
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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?

ocean anvil
fiery pelican
fiery pelican
ocean anvil
pure sage
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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/*
limber tartan
# pure sage

hey, I am one of the Anchorpoint devs. What you can also do is click on the โ€œโ€ฆโ€ in the top right corner and pick โ€œSend 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.

limber tartan
# pure sage

Can you try to push maybe just 10 files, to see if that works?

pure sage
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I think it might have gone through successfully but not sure how I got it to work

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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?

limber tartan
pure sage
#

sounds good. Will head over there. Thanks!

fiery pelican
dapper steppe
#

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

pulsar parcel
outer kiln
#

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.

pure sage
pulsar parcel
#

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

pure sage
#

Ah got it

#

Any chance you could share that gitignore file?

pulsar parcel
#
.vs/
.idea/
_ReSharper.Caches/
*.sln

# Build artifacts, local files
Binaries/
Intermediate/
DerivedDataCache/
Saved/
pure sage
#

Oh thats it?

#

Does that apply to both projects with custom engine builds and projects based on stock engine from the epic launcher?

pulsar parcel
#

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

pure sage
#

Ok got it. Thanks for the info

fiery pelican
fiery pelican
#

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.

pulsar parcel
#

You're physically typing on your server rather than just SSHing?

fiery pelican
#

I don't know what SSHing is.

pulsar parcel
#

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

fiery pelican
#

Welp, news to me. Lol. I set this shit up on my own, learning as I go.

ocean anvil
fiery pelican
# ocean anvil 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.

ocean anvil
#

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.

fiery pelican
ocean anvil
#

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.

fiery pelican
#

Just local

ocean anvil
#

then i wouldnt worry about ssl at all

cinder vector
#

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?

wind gazelle
cinder vector
#

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.

wind gazelle
#

there are no limitations on folder names (as long it is not something used and blocked)

cinder vector
#

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 ๐Ÿ™‚

wide raven
river pendant
#

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.

copper hatch
#

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

jaunty hornet
#

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

fiery pelican
#

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?

copper hatch
outer kiln
#

ugs ?

fiery pelican
#

Ugliest Girl in School.

#

Pen 15 anyone? lol.

wide raven
#

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 : )

outer kiln
#

Most I think,is in PIN on top of discord UI

#

cool, I didnt know about it either

outer kiln
#

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?

wide raven
outer kiln
#

worth a look, I think svn is out now unless epic updates it

winged sparrow
#

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.

outer kiln
#

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

outer kiln
#

devops looks nice, but the tut rec's anchorpoint,no free option there

wide raven
#

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

wide raven
#

Perhaps it would be best for you to break down your problem into clear, distinct pieces

kindred spruce
#

is this illegal?

shut belfry
#

Can I self host a perforce server on my home server for free?

#

do I need a license or anything?

ocean anvil
outer kiln
#

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 ??

shut belfry
#

or is it only ubuntu, centos, and suse?

ocean anvil
outer kiln
#

afik, dont quote, it may be only ubuntu is 'supported' officialy

#

perforce website should verify

jaunty hornet
#

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

jaunty hornet
#

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?

wind gazelle
jaunty hornet
#

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

wind gazelle
#

nope, only plain git and p4

shut belfry
#

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)

wheat kestrel
#

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?

https://forum.plasticscm.com/topic/24034-plasticplugin-looping-through-updatingchecking-files-on-every-ue-project/

Plastic SCM Community

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...

outer kiln
#

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 ?

ocean anvil
#

@wheat kestrel use this fix.

wheat kestrel
limber tartan
jaunty hornet
#

(The JS scripts for GitHub authentication in GCM don't execute properly for some reason)

limber tartan
# jaunty hornet How does Anchorpoint handle authentication with Azure DevOps? It's a bit buggy f...

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

jaunty hornet
#

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

limber tartan
jaunty hornet
#

Great! Good to know this isn't a PEBCAK error. Makes it easier to onboard artists/non-devs then

fading seal
#

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...

jaunty hornet
#

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

fading seal
#

already did that ๐Ÿ˜…

#

would I have to force it through the file explorer ?

jaunty hornet
#

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

fading seal
#

lol

#

it's all good

dark cosmos
#

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

jaunty hornet
#

Also it's generally not bad to commit plugins too

dark cosmos
#

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)

jaunty hornet
#

That's rather sizeable

#

for an initial commit

dark cosmos
#

Well, it is the first commit

#

shouldn't it be the largest?

jaunty hornet
#

That's true

#

But 56k for a new project? Or is it a pre-existing one already

dark cosmos
#

it's pre-existing, this is just my first time plugging git into it

#

or plugging it into git rather

jaunty hornet
#

Oh fair enough then

dark cosmos
#

you had me worried for a sec lol

jaunty hornet
#

A fresh UE project doesn't have that many files

#

Like, an order less which is why I asked

wind gazelle
#

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

dark cosmos
#

Thanks.

dark cosmos
wind gazelle
#

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

dark cosmos
#

thanks

woven sluice
fading seal
#

Lol hard to explain but it's all good we got it resolved

woven sluice
#

Are you guys abusing AllWrite workspaces or something though? Anyway - cheers

teal bone
#

I love my 'overwrite files when checking out' flag in p4v. Unclobberable be damned ๐Ÿ˜„

dark cosmos
#

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

dark cosmos
#

Also, does anyone else on here use svn/subversion for UE5?

dark cosmos
#

mine is generating a currently 125gb+ rev file

wide raven
dark cosmos
#

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

wide raven
#

The ignore file is critical to set up

#

Binaries, Saved, Intermediate, DerivedDataCache are the big ones

dark cosmos
#

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.

dark cosmos
#

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?

wide raven
#

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...

dark cosmos
#

I thought github was free, you can only upload 2gb on the free version?

dark cosmos
#

I'm about to give up on this version control stuff.

#

UE5 has multi-user editing anyways

teal bone
#

Which is pretty bad when not over lan I hear.

#

Plus you can't use it to view/use old files...

dark cosmos
#

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.

teal bone
#

git isn't limited on space?

dark cosmos
#

it keeps saying i'm out of space when i try to do a commit

teal bone
#

Self host it?

dark cosmos
#

now that's more like it... is it called SelfHosted-Runners?

teal bone
#

For lfs? No

upper flume
#

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

dark cosmos
#

Damn

wide raven
#

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...

tribal marten
#

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?

wide raven
#

Consider that it is essentially crosschecking each and every file, and there might be say... 300,000 files or whatever in a big project

tribal marten
wide raven
#

I hardly ever use it, really. Maybe twice a year to check that project is clean

tribal marten
#

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?

wide raven
#

This is assuming you always checkout things you work on, and always add things via p4 or unreal.

tribal marten
wide raven
tribal marten
#

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

wide raven
tribal marten
#

I did make an ignore file, but it may be very suboptimal right now. I just used their recommended template for unreal

tribal marten
wide raven
tribal marten
#

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)?

wide raven
#

Generally you just have changes in a ChangeList. Submit that, others do Get Latest, bobs your uncle

tribal marten
#

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?

wide raven
#

.sln should not be versioned, show your ignore file

tribal marten
#

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)

wide raven
#

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
tribal marten
#

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

wide raven
#

Our ignore can be criticized, it's a bit of a frankensteins monster by now perhaps...

tribal marten
#

in my experience, most .ignores end up being frankensteins ๐Ÿ™‚

wide raven
#

But ignoring the solution is definitely ok, because that can and will be regenerated at times

tribal marten
#

yeah, that makes sense

wide raven
tribal marten
#

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

wide raven
tribal marten
#

I did it to the whole project folder, but I'm wondering if I should just go back to git here...

wide raven
#

Don't, p4 is better for unreal

tribal marten
#

yeah, I wanted to try because I assum it should handle binary / assets / BP better

wide raven
#

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.

tribal marten
#

should I try only adding the content and source folders?

wide raven
#

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

tribal marten
#

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

wide raven
#

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

tribal marten
#

gonna try doing with just the ignore file and the source folder

#

that's like 100 files and just text so very small

tribal marten
ocean anvil
tribal marten
ocean anvil
#

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.

tribal marten
wide raven
#

I repeat, Reconcile is not an essential part of p4v workflow.

ocean anvil
#

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.

tribal marten
#

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

wide raven
tribal marten
ocean anvil
#

๐Ÿคทโ€โ™‚๏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.

tribal marten
#

how do I clear those 4154? that's from my initial try I think

ocean anvil
tribal marten
#

looks like revert is gonna take another 20 minutes, lol

ocean anvil
#

though if it found that many files likely your p4ignore isn;t set up correctly

wide raven
# tribal marten i.e.

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.

wide raven
tribal marten
wide raven
#
  1. Add Source folder, commit. See things should work just fine.
  2. 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.
tribal marten
ocean anvil
tribal marten
#

it was stalling with just source

tribal marten
#

so ignore should not be an issue

ocean anvil
tribal marten
#

What is "shelve files", btw?

ocean anvil
#

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.

tribal marten
#

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

ocean anvil
#

you should be able to just obliterate/destroy the depot from p4admin

#

if you dont care about the data within

tribal marten
#

I just tried that and it told me I couldn't delete it because there are un-reverted commits or some such

wide raven
# tribal marten What is "shelve files", btw?

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

ocean anvil
tribal marten
tribal marten
tribal marten
#

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

ocean anvil
#

make sure the CL of the workspace is now empty otherwise you will still have to remove that workspace and create a new 1

woven sluice
#

that fast reconcile looks potentially clever as frick

teal bone
#

Fast reconcile?

woven sluice
#

Up a couple pages by WTF

#

I mean linked by WTF

teal bone
#

Neat

#

Can't say I've ever had an issue with reconcile, though.

outer kiln
#

anyone know about permission errors re: p4 Typemap ? not working atm ;0-0

#

You don't have permission for this operation.

ocean anvil
# teal bone Can't say I've ever had an issue with reconcile, though.

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.

ocean anvil
outer kiln
#

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

ocean anvil
#

you could just check your permission levels on p4admin

outer kiln
#

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

ocean anvil
outer kiln
#

ya

ocean anvil
#

if you never set up any permissions the first account you added/made on the server would have gotten superuser permissions

outer kiln
#

weird then

#

maybe I missed a step dunno

ocean anvil
#

if you go to p4admin users tab you should be able to see all registered users

outer kiln
#

both standard

#

edit user is no help with permissions

ocean anvil
#

try logging in to both of the accounts listed there if there is multiple

outer kiln
#

ok

ocean anvil
#

if none of the acounts there have superuser permissions you probably messed up your permissions and might have to create a new server

outer kiln
#

ya, thats ok don't mind, ya I think thats about right ๐Ÿ˜‰

ocean anvil
#

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.)

teal bone
outer kiln
#

@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!!!!

outer kiln
#

then ofc I set .p4igore and typemap

upper flume
#

use source control they say...

#

like at some point it needs to be simplified and not take up 100 processes im out. no point

pulsar parcel
#

that sounds like a more your end issue

#

because it generally doesn't

upper flume
#

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

pulsar parcel
#

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

hoary rain
#

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.

teal bone
outer kiln
#

@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.

hoary rain
#

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.

outer kiln
#

NOt that I may know hm , not sure what the need you are having regarding 'what' , to send when ?

hoary rain
#

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.

outer kiln
#

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.

limpid valley
#

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

wind gazelle
# upper flume

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

wind gazelle
limpid valley
#

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?

long hull
limpid valley
#

aight

limpid valley
#

but still getting same error fatal: the remote end hung up unexpectedly

cobalt tree
#

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

๐Ÿ“š You'll learn to have basic understanding of:

  • In-Game Collisions.
  • Timeline Functionalities.
  • How Traces Work.
  • How to Setup Structures.

โŒจ๏ธ Input keys:

  • Press "Left Mouse Button" = Start Grapple.

๐Ÿ”— Links:
Project Files: https://www.patreon.com/posts/103229573
Learn how to create timelines: https://docs.unrealengine.com/4.26/en-US/Progra...

โ–ถ Play video
fresh raptor
#

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.

ocean anvil
fresh raptor
#

This is the only thing it shows.

ocean anvil
# fresh raptor

if he manually navigates to that exact same file can he check it out without problems?

fresh raptor
#

I'm not sure if I follow. Let me show you exactly what's happening.

ocean anvil
# fresh raptor

its unable to do it automatically what if they try it manually, browse to the asset and try to check out the file

fresh raptor
#

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.

limpid valley
outer kiln
#

I can't , but sorry you're having that issue, I gave up getting svn or git to work.

wind gazelle
meager goblet
unreal citrus
#

Is there any way to make git LFS release locks when you push locked assets to remote repository?

limpid valley
woven sluice
#

Using github to store ginormous zip files is one heck of an idea

#

The zip file is actually part of your project source?

limpid valley
limpid valley
limpid valley
#

Just plopped it in my folder

woven sluice
#

Just use any other cloud storage system for that...

limpid valley
limpid valley
pulsar parcel
#

again, someone being ripped off by github's data packs

meager goblet
outer kiln
#

anyone know why Id not have file > new stream in p4v,bad install >?:

knotty pendant
#

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?

wide raven
knotty pendant
#

i didnt del the sln, think it was read only when i regenerated or something, del and rebuilding project files sorted it

knotty pendant
#

still have engine linking issue though, every engine reference is red

#

builds fine though

wind gazelle
#

it is intended for code, not for large binary files

wind gazelle
# unreal citrus bump
GitHub

Git extension for versioning large files. Contribute to git-lfs/git-lfs development by creating an account on GitHub.

GitHub

LFS file lock/unlocking โ€ข Locking file/files by one user, make sure another user wonโ€™t be able to push the changes for the file โ€ข File can be unlocked by another user using with force option comman...

#

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.

unreal citrus
unreal citrus
wind gazelle
#

F

limpid valley
outer kiln
#

Its fine if your project is oss/free

wide raven
ocean anvil
#

for git you'll likely want Azure as suggested above since you can get unlimited free storage.

outer kiln
#

are you saying asure works best with git

ocean anvil
#

you get unlimited free storage on azure for git.

outer kiln
#

HM

ocean anvil
#

its not really better to use over other hosting options for any other reason then being free as far as i'm aware

wide raven
#

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

ocean anvil
outer kiln
#

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

ocean anvil
#

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.

outer kiln
#

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.

kindred spruce
#

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?

wide raven
#

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

kindred spruce
#

i checked out the commit i wanted and branched off it, its solved. thanks.

dense fulcrum
#

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 ().

dense fulcrum
#

This happens usually about an hour in to the submit, which tells me its probably swarm disconnecting from the submit?

wide raven
dense fulcrum
#

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

wide raven
#

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 )

wind gazelle
fallow wadi
#

Do you prefer perforce or git for unreal engine? Which is better and easy to use.

outer kiln
#

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

white marten
#

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.

outer kiln
#

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

white marten
#

I've managed to get it working, but the storage stuff, even on github is quite confusing

white marten
#

well, good luck on your search too!

outer kiln
#

:))

#

we may be able to help each other, given we are doing tahe same thing

#

or close enough maybe...

#

its all a bit cumbersome if you ask me, but I found taht binging for github azaure devops

white marten
#

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.

outer kiln
#

hope that url helps, not surer precisely your needs re SC

white marten
#

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

outer kiln
#

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

white marten
outer kiln
#

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-

white marten
#

There's a pinned message in this channel to a link named "Git for Unreal Engine Projects" that explains some stuff really well

outer kiln
#

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

#

\ ๐Ÿ˜‰

#

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

white marten
#

I didn't really read anything on perforce, but from a quick search apparently perforce is standard in the industry

outer kiln
#

yes

#

its what epic uses

#

5 team members or less

#

free ;))

white marten
#

I went to their website once and saw that it was paid, so I gave up. But apparently it isn't

outer kiln
#

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 <<<<<

white marten
#

I'm in the same shoes

outer kiln
#

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. ;))

white marten
#

Ye, I too have too much storage spent on backups

outer kiln
#

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

white marten
#

hdd or ssd?

outer kiln
#

ssd

#

ssd 3.2usb

#

whicih is one of the fastest

#

flashdrive

white marten
#

oh alright

outer kiln
#

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

white marten
#

Ye, I already have one project fully integrated with git and on the Azure cloud

outer kiln
#

nice ;_))

shut belfry
#

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

pulsar parcel
#

.idea, Binaries (if you don't upload them)

#

but pretty complete

shut belfry
pulsar parcel
#

a folder that gets created if you use Rider

shut belfry
#

got it thank you for the help

pulsar parcel
#

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

wind gazelle
# shut belfry

also you have a typo, it is PDB and not PBD ๐Ÿ™‚
you can also read what common gitignore does and port it for p4

shut belfry
dense fulcrum
#

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

Epic Developer Community Forums

It looks like the change @jpdoiron_bkom pointed out broke the Installer project because it still references the UnrealGameSyncLauncher project. Youโ€™ll 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...

hoary wren
#

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.

woven sluice
#

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

round iris
#

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

hoary wren
hoary wren
ocean anvil
ocean anvil
woven sluice
hoary wren
woven sluice
#

you would just check it out and keep it checked out

#

Unless you really want/need to manual merge

long mural
#

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.

wide raven
wide raven
# hoary wren Makes sense. Is it common for UE devs to keep their own copy of a particular blu...

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

merry tiger
#

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.

merry tiger
#

(It's just a solo project so I can derp around like this)

wide raven
#

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

merry tiger
#

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.

wide raven
merry tiger
#

Yeah agreed. It's more like.. you know, those times where something went wrong but you don't realise for a day or 2

wide raven
#

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

merry tiger
#

Then you're stuck eyeballing a blueprint

wide raven
#

Yeah, surprises can be nasty

merry tiger
wide raven
#

Like having a bool in the BP "useNewThing" yes / no

merry tiger
#

Yeah I should think of that more probably

#

Well, and hopefully just not make any more realy complex BPs

wide raven
woven sluice
peak tusk
#

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?

Epic Developer Community Forums

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 topicโ€”Unreal 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 ...

pseudo granite
#

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?

merry verge
#

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.

jaunty hornet
#

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?

wind gazelle
#

yea, it looks like you forgot to install lfs hooks

#

you have to do it manually for each repo (usually run git console)

jaunty hornet
#

Also it's a bit confusing for me whether git lfs install is system-wide or repo-specific

jaunty hornet
wind gazelle
#

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

jaunty hornet
#

Righty ho, so standard workflow for cloning a git lfs repo is

git clone <Repo>
cd <RepoDirectory>
git lfs install
git lfs pull
peak tusk
pseudo granite
runic trail
#

How does the Developers Content folder work with source control? Is it part of the project or stored locally only?

silver token
runic summit
#

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?

ocean anvil
#

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.

left stump
#

Hey guys what version control do you recommen for UE5.4?

outer kiln
#

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.

left stump
outer kiln
#

yup ๐Ÿ™‚

wind gazelle
#

svn is horrific if you want to do modern dev cycle with branching/merging/tagging

ocean anvil
# left stump Hey guys what version control do you recommen for UE5.4?

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.

cunning mantle
#

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.

wind gazelle
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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

pulsar parcel
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It's why the Perforce source control integration has uncontrolled changelists

silver token
wind gazelle
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also i've never used much perforce so (mostly svn/git)

silver token
#

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.

ocean anvil
silver token
woven sluice
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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 ๐Ÿ˜‚

tranquil walrus
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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

heavy bridge
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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

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I run the same command through terminal and it runs fine. I don't know why UE can't find the workspace

pulsar parcel
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And the settings in the connect screen are correct?

heavy bridge
#

yes

#

if I run the same command via terminal, it runs @pulsar parcel

cunning mantle
cunning mantle
tranquil walrus
cunning mantle
finite quest
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is it possible to use perforce source control for free?

cunning mantle
finite quest
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but im having issues trying to even get started with it

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when i click 'try for free' after entering my company details its stuck at 'please wait'

cunning mantle
finite quest
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i suspected it to be the case because opera uses an outdated chromium version

cunning mantle
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Opera GX is weird though. It never works on my iphone. Can't load any pages.

finite quest
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yeah its pretty bad

hoary wren
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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?

silver token
wide raven
hoary wren
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Thanks for the tips! How does it work as far as leaving comments on the code and so forth?

silver token
gaunt lagoon
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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.

wide raven
rich tendon
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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.

woven sluice
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tbh, too tempted to ask why you have to deal with diffing blueprints so often that you would care for something like this ๐Ÿ˜„ sadcatthumbsup

wide raven
# rich tendon Does anyone know if there is a way to "save" blueprint diffs? I'm trying to figu...

Like to actually provide a history of changes? I think it is overkill frankly, I would recomment other paths.

  1. 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 )
  2. 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",
rich tendon
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Sorry, I mean for end users. As itโ€™s an asset pack, you canโ€™t just update it like a game. So if a bunch of changes are made in a new version but youโ€™ve 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.

solar jackal
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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?

blissful moon
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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

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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

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I assume the entire fork would require people to sign up to Epics repo which is intended

wide raven
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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 ?

wide raven
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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

static wadi
wind gazelle
wide raven
#

That said, I am still interested in what the git command for "resolve all remaining conflicts using upstream/5.3 ?" would be.

wind gazelle
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since epic duplicates git commits in different branches a lot (as perforce mirror) it gets very troublessome when merging

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i don't use commandline for that, usually simple tortoisegit rebase/cherrypick ๐Ÿ™‚

wide raven
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Pain is Fun...I am going to try this manual pain path to the end and try another way next time

round iris
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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..?

ocean anvil
round iris
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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?

ocean anvil
ocean anvil
open jay
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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)

ocean anvil
open jay