#source-control

1 messages · Page 31 of 1

ornate matrix
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perfoce streams are very new to me so idk if i have to interpret them like git branches

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if i want to use a engine source build, would this be another perforce workspace ? or another stream ?
or since its only code, could it be just a git repo ? but if so how do you sync that with the projec tfiles ? (since you should sync editor version with project version)

silver token
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Yeah, you've got the stream/branch that you're working out of.
And the binaries are zipped up in another location in perforce (probably another stream/branch but may not be required)
When artists sync, UGS will pull the version of binaries that correspond to the version needed for that CL as well as the working stream.
Anyone that builds locally, just syncs the working directory and builds locally.

silver token
ornate matrix
silver token
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Yes

ornate matrix
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very nice

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i assume DDC tools like Zen does the same ?

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zip file with cache and it takes the correct version to correspond to the latest CL content change ?

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maybe not a zip file

silver token
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I'm not 100% sure how Zen interacts with the whole thing.

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But I would assume it works in some correct way 😄 since it'd be Epic's native workflow

ornate matrix
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we are in a small studio (10-20 ish for now) but since we plan to use perforce anyways and UGS is free and we dont work remotely (for now) im planning into using it

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having VS on all computers is very slow and inconvenient

silver token
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Yeah, for sure. Perforce+Horde+UGS is how I'd get a studio of any size spun up.

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an Unreal studio at least 😄

ornate matrix
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ill hit this channel in the next weeks/months when i will probably run into issues 😄
thanks for all the answers!

silver token
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At my last studio (13 people) I managed most of the perforce streams so I have lots of opinions there.
Someone else was handling the Horde+UGS stuff though. So I only sort-of know how that worked.

arctic hornet
# ornate matrix i assume DDC tools like Zen does the same ?

Your assumption about PCBs is correct, you will always download precompiled binaries for the last code change relative to where you're syncing...

as for DDC tools like zen, or Cloud DDC etc. they're completely unrelated to this workflow, they're prertty much just a local/lan/wan cache for the intermediate files that unreal produces (such as compiled materials etc.) - especially the lan (local) and wan (cloud) DDCs are pretty much just shared caches that can speed up engine startup etc. at a cost of a bit of network usage - they're tremendeously usesful for incremental cooking etc.

as for horde that's a orchestrator layer on top of UAT and UBT which is reponsible for delegating build jobs to your buildfarm (and can also be used as an orchestrator for UBA which is a acceleration system that allows to use remore resources for compilation and shader cooking)

This should pretty much cover it all... as Ramius said, Perforce, Horde and UGS (and optionally shared/office-level zen cache as well) is a bare-minimum solution I'd recommend deploying if you're starting from scratch, it will make it easier for you down the line since many of epic's workflows work best with that

willow plank
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custom LFS server, I accidentally cancelled the push of a lot of new art assets, and now I believe I have an issue where the server is holding multiple copies of the same thing, mainly bc of this. How on earth does GitHub Desktop think there's only 20GB pushed, and the bucket think there's 70GB of stuff there...

solar jackal
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Dumb question: How do I set up ForceCompilationOnStartup so every collaborator current and future will also have it?

arctic hornet
# solar jackal Dumb question: How do I set up ForceCompilationOnStartup so every collaborator c...

Well… I’m not at my desk to give you all the specifics but iirc it’s driven by the bForceCompilationAtStartup flag which would likely go to the DefaultEdutirPerProjectUserSettings.ini and if you submit that file with that flag enabled (in correct category) you can enable it for all… to find which flag it is you can look for it in the source code or your saved configs that contain your current config

You can also press “Set as default” at the top right corner of the settings window, but that might write more fields into the config than just this one, so check before and after

And last side-note, I am unsure of your setup but I’d generally caution against forcing compilation on startup permanently… it is more intended to be a hailmary last ditch effort to force unreal to recompile bps and cpp files and I’ve never seen it just enabled in the wild

solar jackal
arctic hornet
# solar jackal Yeah I did read on that. Issue is I am the only programmer in a small team of ar...

Well, depends on what version control are you using, if you are using perforce you can take a look at unreal game sync which is a tool epic made for themselves and it simplifies syncing etc. and one of the features it has is support for fetching precompiled binaries. Which usually a buildfarm or you manually build after each code change and ugs fetches them fir artists, they don’t don’t have to compile anything or even have visual studio installed to that matter.

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You could likely replicate similar behavior using git hooks if you’re using git, but you’d be on your own in terms of implementing it

ornate matrix
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thats what we do

solar jackal
solar jackal
arctic hornet
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yeah, understandable... perforce is not cheap, I've heard that diversion might have their UGS integration in alpha stage or something like that, if that's true and they already support PCBs it might be way to go for you, if they don't have it yet, then best way would be to use the bForceCompilationAtStartup despite its drawbacks like I've (and others like Fishy) suggested as it's the way where you have to do least hackery

solar jackal
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Hm, do you think the risks are manageable? I wanna avoid creating a situation where noone has a working project to work

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I'm not sure exactly what the shortcomings can be, but for now I wanna try and see if I can just show everyone how to compile it themselves since we're few enough that might be viable too.

arctic hornet
# solar jackal Hm, do you think the risks are manageable? I wanna avoid creating a situation wh...

problems with the auto update during startup is the fact that it also forces recompile of all blueprints etc. which can get quite slow on large projects (which is true for larger C++ projects as well) ... and generally artists should never compile code, you are inviting some random mistake happening making their compile to start failing and you having to debug it etc.

so it's mostly time and mistake resilience

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and during UE4 days there were few bugs as well, but that's like 10 years ago at this point so I'm not sure if they're still present or not

solar jackal
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Yeah we had a similar issue, regarding conflict files created in other machines that prevented compiling

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UGS seems essential for any large team but only perforce allows it, which feels like it just pushes you into not having other options after a point...

ornate matrix
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Never had some

solar jackal
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Which isn't terrible but as the sole programmer I wanna avoid friction for the rest

ornate matrix
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Well thats only happening if there is an issue that the devs didnt saw

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Its better than letting designers and artists forget to compile

solar jackal
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True... It can be nasty

long hull
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Skein Unreal Revision Control is now called Lore

arctic hornet
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How many names will it go through before it'll be shipped publicly lol 😄

woven sluice
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i am not interested until it is Mega Revision Control

solar jackal
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Say, should I have Binaries in my .ignore files if I am the only person on the team working in C++?

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Everyone else does BPs

strange timber
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Hey everyone, I have used Unreal with Perforce and UGS in a professional setting for years, but now that I'm in a smaller team that uses github I kinda missed that workflow so I created a similar tool for git. This was created by forking SourceGit and building the UnrealSync functionality on top, and my goal is to keep the base SourceGit updated with the main repo.

The project assumes that the editor .zip binaries are already being taking care of by a CI/CD process.

Do note that it's still very early in development so it will be buggy but usable. Anyhow, feedback would be awesome! ☺️

https://github.com/nievesj/UnrealGameSync-Git

GitHub

UGSGit brings the Unreal Game Sync workflow from Perforce to Git. Teams can sync prebuilt editor binaries, trigger builds, package artifacts, and launch the editor from any commit. An extensible pl...

pulsar parcel
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bit of a shame since it seems 100% vibed

strange timber
red pebble
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Yeah I didn't get the sense it was vibe coded. The README looks human to me

pulsar parcel
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The commit messages was what was making me skeptical

strange timber
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I do use llms for commit messages/prs, ui and documentation in general, thats where it shines the most.

pulsar parcel
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Ah then that probably explains it

strange timber
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ill add a disclaimer in the readme

winter onyx
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one of my designers got this error whilst trying to pull my repo

open for read: prjct_phntm/dom_main/build/windows/fileopenorder/editoropenorder.log,d\1.3.gz: The system cannot find the file specified.``` has anyone encountered this and how did you get around it
arctic hornet
# winter onyx one of my designers got this error whilst trying to pull my repo ```Librarian ch...

I'm not 100% sure but this generally means that the data for revision 3 of the editoropenorder.log are missing from your perforce server... which generally should not happen.... so first check if the gz file is there, if not then there's nothing you can do... if it's there then there might be something that's still possible to do but not until we know if the file exists for real (also based on the mixed use of / and \ I presume you're running your server on windows, which is not really my strong domain as I've only ever managed perforce servers for linux)

haughty ember
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glad this is here though

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How to use Source Control software inside UE4.

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

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

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Cloud Options:

Best to worse

Vultr: https://www.vultr.com/pricing/ (I have $10/40GB plan and it's great)

Digital Ocean: https://www.digitalocean.com/pricing/

Using PlasticSCM? : https://www.plasticscm.com/pricing.html

Assembla (do not recommend): https://www.assembla.com/pricing

wheat patrol
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Finally a channel to discuss the bane of my existence

haughty ember
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shoo shoo, I want to keep linking stuff

wheat patrol
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Nevah!

fiery prism
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dont ruin the linkspam

haughty ember
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ya 😭

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Oh wells

wheat patrol
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ruins everything

haughty ember
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<@&213101288538374145> Please pin those links

open bone
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ok

haughty ember
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Also, just noticed I just misused @mod

open bone
haughty ember
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but w/e

open bone
haughty ember
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that one too please

open bone
haughty ember
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That should hopefully take care of a lot of issues. Please direct them to any of these pinned messages

fiery prism
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you just noticed you misuse mod?

haughty ember
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Meh, I'm not allowed to mention mods for this technically

fiery prism
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I figured you just tagged and didn't care

haughty ember
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Yeah, well, I keep forgetting, because moderators shouldn't just be about moderating behavior

open bone
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🤷🏽

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I'm ok with pinning some messages

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for channel setup

spiral jay
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I don't see any harm in pinned messages

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but I don't see people using them

open bone
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i mean, it would really annoy me if it's a constant thing

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but once for channel setup? 🤷🏽

spiral jay
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I'm just thinking who looks at pinned messages on discord when they have a problem?

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but its useful to keep in there for muscle memory

brittle smelt
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people who recieves "look at the pinned messages" as answer

spiral jay
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imo we shouldn't just give "look at the pinned message" or "just go google it" messages.

haughty ember
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I just tell people

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To look at the pinned msgs

open bone
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no, i mean like, tagging mods for pinned messages all the time would be annoying

haughty ember
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And 80% of the time they do

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Also, it's easy for me to look at it

open bone
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once is fine

haughty ember
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and get the links

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when needed from here

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rather than just my chrome

open bone
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actually, Victor, it might be a better idea to put all of the resources you have into one message

haughty ember
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so imho, it's just for me really lol

open bone
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so you can edit it later

haughty ember
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Because I am a lazy bastard

open bone
haughty ember
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Oh, true

open bone
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that way you dont have to ask mods to pin new resources

haughty ember
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Aye, well, I'll just do it for the first one then

spiral jay
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interesting interesting so if I get a pinned message then change it to something naughty...

open bone
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if you consolidate the resources, lemme know and I'll unpin everything else

haughty ember
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well no

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Keepthem all pinned for now

open bone
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yeah

haughty ember
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In case I run out of room

open bone
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yep

haughty ember
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Because I will have some limts

open bone
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ping me after you figure it out 😃

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and I'll clean it up

haughty ember
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Yeah, I'll think about it

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Thanks

brittle smelt
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holy crap i got lost in the channels and lost the conversation, was gonna say: Its better than no answer, if someone asks me about perforce i may send them to pinned messages, as i still didnt use it

haughty ember
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Yeah

open bone
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I'm also trying to figure out git lfs for small to medium sized teams

haughty ember
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I feel we're still missing a lot of channels

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But... meh

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I haven't had a successful time with GitLFS

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Not yet

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PlasticSCM is really awesome though

open bone
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yeah, i'm still poking at it

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locking is... questionable

haughty ember
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But no one's done a good tutorial yet on it... maybe I could later

open bone
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it doesn't unlock files after a successful push facepalm

haughty ember
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Yeah I commented on that Issue

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you and @spiral jay were going on about

open bone
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ya

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i should have followed up but i forgot

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brune pretty much said everything I was thinking

spiral jay
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eh their suggestion solutions sucks

open bone
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it does

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perhaps we can brigade it, make it look like more and more people want it lol

spiral jay
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and perforce is 420 dollars per user per year

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legit perforce is not worth

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2,520 a year base min for 6 users

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They have the 5 user trial but rest assured if you pay for a 6th user you must also pay for the 1-5 users too

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like WTF are you even doing? do you want me to drop out of game development and create a better source control system thats open source? Cause perforce you are giving me a good case to!

haughty ember
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They dropped the price on Perforce license!?

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That's almost half

spiral jay
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yes!

haughty ember
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Not bad... Imean

spiral jay
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I know

haughty ember
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Still sucks

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But...

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Not terrible

spiral jay
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No screw that its 12 dollars a month for github

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STOP being swindled

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and on top of that you have to host your own crap?

haughty ember
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Meh, like I said. I think PlasticSCM can be a viable alternative to both Perforce and Git

spiral jay
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like what are they EVEN doing.

haughty ember
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It just doesn't have the backing

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That those two do

spiral jay
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plastic SCM is the same issue, different name

haughty ember
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You don't have to host your own PlasticSCM repo though

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They have cloud and it's pretty cheap imho

spiral jay
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you don't have to host your own perforce repo?

haughty ember
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Well, you don't technically.

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You can use Assembla

spiral jay
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how cheap cause you thought 420 dollars per user per year was a good deal

haughty ember
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But they are terribad now

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$7/user/month

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10

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24

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Depends

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The perpertual is nice

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Not per year

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$595

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one time sum

spiral jay
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how much HDD?

haughty ember
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$5/month for 15GB or $20/month for 100GB

spiral jay
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20 dollars a month for 100 GB is bad

haughty ember
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I am not saying it's not

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But this is them hosting

spiral jay
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but its better than perforce

haughty ember
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You can host your own still

spiral jay
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you can only self host as indie or open source?

haughty ember
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No, pretty sure it starts at the Team Edition

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"On Premise team server"

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So $10/month per user

spiral jay
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ah weird

haughty ember
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Not really

spiral jay
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well I just meant the website layout

haughty ember
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Ah,

spiral jay
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a bit hard to grok these things cause pricing is all over the page

haughty ember
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Haha

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Yeah, I've gone through it a few times with other clients

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So, I know a bit

spiral jay
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the original price per user doesn't even fit on the same page as the data costs and etc

haughty ember
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I really need to sit down and do a proper UE4 tutorial on it

spiral jay
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they have 4 spaces per section that is totally ignored

haughty ember
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you mean this?

spiral jay
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yeah

haughty ember
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yeah meh

spiral jay
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all cause the far right has 4 added features

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it ruins the marketing design

haughty ember
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yeah, I guess they wanted to emphasize that

spiral jay
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I guess they REALLY wanted to emphasize that

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you want to simply just make the text red?

haughty ember
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heh

spiral jay
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nah fuck it see all this space on the page?

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lets underutilise it!

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but yeah 😄

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they seem better

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I might poke them a bit

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Squad afaik still uses plasticm scm for it's stuff

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@vague compass want to talk about plastic scm?

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He's probably working. I am finishing up my lunch so I should be too

pulsar parcel
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plastic is more expensive than perforce (at least it was for us) and worse

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your artists will hate it

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its branching isn't really any better than perforce task streams either

haughty ember
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@pulsar parcel Strange that you had a bad experience with them

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Can you point out exactly what issues you ran into?

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Maybe I just haven't run into them yet

pulsar parcel
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we're a distributed team and work over many timezones, and to submit you have to be at the head revision

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which scared artists when it created a merge for no reason

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it also had a ton of bugs when we last used it, a couple of them were showstoppers

haughty ember
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How long ago?

pulsar parcel
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like it would create bogus merge conflicts if you used the cloaked file feature

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about a year and a half ago

haughty ember
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Because I've been using it over the past few months and haven't run into any issues except just getting used to it

pulsar parcel
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if you are a team of more than 5 it just becomes unusable

haughty ember
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Hmm, maybe things have changed for the better

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?

pulsar parcel
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you have to be at the head revision to submit, artists hate that

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it tries to mimick git

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countless times i had to help people submit their files because the pending changes tab would confuse the hell out of them when it said they needed to merge a bunch of files

lament ember
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So...who also got ra*ed by Assembla's way of setting up the repo?

haughty ember
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?

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Assembla's way of setting up a repo is easy?

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Literally a button press

lament ember
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@haughty ember really? i mean on local machine

haughty ember
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But I guess I've done 20+ Assembla Perforce servers by now, so I know wtf to do

lament ember
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you have to set the p4config each time

haughty ember
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Yes

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Here's a cheap

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cheat**

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Have your configs in each workspace folder root

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then create a .bat

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actually

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let me just give you mine

lament ember
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yeah, that's how i did it...but it's silly

haughty ember
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ah k

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it's not silly

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you are working on different host/stream

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it's a perforce issue

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Not an assembla one

lament ember
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why p4v have no option for setting up a p4host?

haughty ember
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It's how they handle enviornment settings

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?

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you can

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overwrite it in workspace

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or enviornment settings

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But it's best to do it via config

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p4condig

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p4config

lament ember
haughty ember
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(workspace)

lament ember
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yeah? i've set it that way to avoid nesting

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if i write 2017_megajam it will search for a folder near p4config.txt

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Examples
"C:\Users\Joe Coder"
/usr/team/joe/workspace/buildfarm/joe ```
haughty ember
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As long as you follow the tutorial

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should be fine

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I helped write it up

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so

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Any other issues have to go through them because...well...they suck

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Which is why I am now handsoff with them

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I don't regret bringing them on board #ue4jam though

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But, well, they got greedy quick

lament ember
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oh, that's nice 😃

spiral jay
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wait you can't just use the P4V client to connect to assembla perforce servers?

haughty ember
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Yes you can

spiral jay
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why set environmental settings?

haughty ember
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It's because they use streams

spiral jay
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even with streams you don't need those?

haughty ember
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You need to set new config

spiral jay
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like I self-host perforce with streams and never touched my environmental settings for perforce

haughty ember
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Actually, you do, because of how they use host and streaming

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Because you are the one connecting to it

spiral jay
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hmm? so?

haughty ember
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Depends on how you set it up I guess

spiral jay
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I have set it up in a few studios and never had to adjust environmental settings

haughty ember
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Env Settings doesn't matter

spiral jay
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I wonder what they are doing

haughty ember
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it's the p4config being set that does

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It's only the P4HOST that's the big issue tbh

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everything else can be set as you log in

spiral jay
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When I create a workstation it specifies a stream why does connecting to the server to start with depend on if its a stream workstation or not?

haughty ember
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But, anyway, setting up a simple batch file clears everything up when moving between servers

spiral jay
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at the very least you should have that bat in the p4v hooks

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so you run it automatically

haughty ember
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No one saw that

spiral jay
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honestly it sounds like assembla sets up the repo is a poor way though. I think @lament ember is right

haughty ember
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Anyway, obviously just censored out a few things with asterisks

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But that's assembla's

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all it is, is setting up the new p4config

spiral jay
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"But should you need to?"

haughty ember
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Yes you should actually

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Everytime you switch servers

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If not, you are using the wrong settings

spiral jay
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you shouldn't because you don't need to because I've never needed to do it with using streams

haughty ember
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TBH, it WOULD be nice to have it done automatically

spiral jay
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so you can tell a ton of game studios that their perforce streams are setup wrong

haughty ember
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¯_(ツ)_/¯

spiral jay
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or you can realize the industry doesn't revolve around assembla

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🤷

haughty ember
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No one cares about assembla

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anyway

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Which is why we aren't using it

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😃

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I stick to my principles

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Even if it costs me

smoky trench
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Got nothing to do with streams, they use the host to determine which depot to connect to when using their servers

haughty ember
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I said P4HOST 😉 ¯_(ツ)_/¯

smoky trench
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Yeh, p4host is used to determine what depot to connect to

haughty ember
#

Aye, I shouldnt' have even mentioned streams

trail ridge
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Gonna go ahead and throw my write up here

haughty ember
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hmm

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Is that up to date and accurate?

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I think I remember reading this one

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@trail ridge

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I need to edit my first post and put all links, I'll add yours as well

trail ridge
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They both have links to each other.

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Up to date as of August

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@haughty ember You an admin now?

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Oh nvm, i read through

haughty ember
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admin lol

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When pigs fly

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I more useful as loose cannon

trail ridge
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I've seen that geico commercial 😉

haughty ember
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That ace in the hole maverick you set out on the loose

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Plausible Deniability

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Hmm, to use blog or forum post

trail ridge
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would prefer blog for SEO reasons....

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As well as it being more edited

haughty ember
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kk

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added

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Hmm. I think ima use bitly links

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meh

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@trail ridge you didnt' mention PlasticSCM?

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next time

trail ridge
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I looked into it, but didn't add it for some reason. Can't remember why

haughty ember
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PlasticSCM vs the Golden Trio

trail ridge
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I think i didn't include it because it's so similar to Assembla

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There isn't a free cloud-based tier

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And the prices can get ridiculous pretty fast

haughty ember
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@trail ridge ?

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prices?

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lol

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They are 10000000000x better than Assembla though

haughty ember
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And asking for a cloud service for free...

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asking so much

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lol

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They have to pay the bills on that server farm

trail ridge
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Thats why i did the write up

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I pay nothing for 5 users with unlimited lfs cloud-based storage and unlimited private projects

haughty ember
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???

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You do pay for LFS

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Even as a student

trail ridge
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I pay nothing

haughty ember
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Why?

trail ridge
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Read my blog homie 😃

haughty ember
#

no

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gimme tl;dr

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But anyway

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I don't like GitLFS

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it's not ready yet

#

It's close, but there are still plenty of fundamental issues with it

trail ridge
#

Yea it's sketchy af sometimes

haughty ember
#

But yeah

#

In the future, if they keep the same payment plan

#

And they improve upon it for fit GameDev workflows

#

and squash all bugs

#

I could see that being the go-to

clever sphinx
#

is there a definitive guide somewhere for cloud based options for a small team ? Right now it's just me and one other person, and we're planning on doing things mostly blueprint based. We definitely want to use source control of some kind... and then I was wondering if you guys put the entire project in source control or just the blueprints and then assets get synced some other way. It seems like most cloud based options have very limited storage options for asset data (1-5 gb?)

haughty ember
#

@clever sphinx .. lol

#

I am assuming you haven't read any messages in this channel?

clever sphinx
#

not yet... I figure there's a metric f-ton to search though

haughty ember
#

Well

#

It only opened up last night

#

So...no

clever sphinx
#

oh ok

#

haha funny

haughty ember
#

But, you can look at my pinned messages

clever sphinx
#

I literally just saw it

#

k, thanks !

#

i'll check it

haughty ember
#

I still need to edit, but use the bottom most one

clever sphinx
#

the more I look at the cloud options, the more I think I'll just host it myself

#

unless we get bigger, which I doubt 😃

haughty ember
#

@clever sphinx hmm

#

Depends

#

I used to host a lot

#

But then, a lot of construction started happening all over my city

#

I get the most random power outtages at anytime. People cutting fiber all over too

clever sphinx
#

haha, well yeah that would make me reconsider

haughty ember
#

So, instead of putting that burden on myself for my team, I am always going to use cloud from now on

#

I wouldn't use Assembla though

#

They were awesome when it was $40/month for 5 people

clever sphinx
#

but as a start, I feel like that may be the best option

haughty ember
#

but now it's $45/user/month

#

Plastic is pretty nice

#

But really, I would just deplot a Perforce server

#

deploy

#

onto Vultr

#

I mean, I just did it for the first time

clever sphinx
#

don't want to be cheap, but I also dont' want to invest much money if it doesn't end up going anywhere.

haughty ember
#

And on Linux

#

And I don't know Linux all that well

#

$10/month

clever sphinx
#

I know linux well enough

haughty ember
#

I can't beat that

clever sphinx
#

yeah 10/month isn't bad

haughty ember
#

think about your electric bill

clever sphinx
#

depends on how often I'll be doing it -- my computer is on all the time anyway

haughty ember
#

If you don't think you are running more than 10/month for that server that will always be on...lol

clever sphinx
#

so the electric bill wouldn't change

haughty ember
#

I guess

#

There are other options as well

#

Like RaspPi3 Perforce server

#

lol

#

I have been tempted to try it once

clever sphinx
#

and I have a ton more storage available... I guess my question more resolves to how you separate what gets source control vs what doesn't?

#

how do you make all blueprints source control and say models and textures not, since they take up more space

#

and if I don't put stuff like that on version control, how do people sync it?

haughty ember
#

?

#

That's pretty dumb

#

Unless you are talking about raw files

#

And if so, do whatever you want

#

But, all art in the engine

#

project

clever sphinx
#

I mean models and textures mostly -- that stuff adds up pretty quickly for disk size

haughty ember
#

should be in the same repot/depot as the rest

clever sphinx
#

yeah that's what I'm talking about

haughty ember
#

So you mean Raw Files?

clever sphinx
#

yeah

haughty ember
#

Yeah, that's a toughie

#

Technically

clever sphinx
#

cause 1gb isn't gonna cut it

haughty ember
#

They should also have their own source control

#

But most Indies probably won't have that

#

So, you could just do regular backups

#

thumbdrives

#

Google Drive

#

whatever for those things

#

Keep it on your harddrive

#

But most bigger teams with huge art teams

#

They have source control set up

#

Imagine losing 1000 hours of work on a scene

#

nah

clever sphinx
#

yeah for sure. I understand that. I work in a big vfx studio. 😃

haughty ember
#

Yea

#

So you guys don't use any Source Control?

clever sphinx
#

no, we do

haughty ember
#

How do you do backups?

#

Oh

#

So it's the same thing then

#

But most Indies won't ever go that extra step

clever sphinx
#

but I'm saying if I use cloud based svn for unreal -- i'll be paying a lot more if we need the space for the raw files

stray parrot
#

Try to use bitbucket, they used to have a free services for teams up to 5 people

haughty ember
#

@clever sphinx if you are using cloud. use Perforce up to 5, unless you know it is going to be more than 5

clever sphinx
#

it won't be more than 5

haughty ember
#

Then use Perforce

clever sphinx
#

how much disk space does that support?

haughty ember
#

They handle large binaries very well

#

However much you can afford

clever sphinx
#

I can look on the site...

#

ok

haughty ember
#

Depends on the site

#

I just got the $10 one two days ago

#

The perforce server I dropped on it is super fast

#

even with only 1 CPU

#

which tbh...boggled my mind

#

But I'm not crying

#

40GB

clever sphinx
#

awesome, thanks

#

that looks really affordable

#

how would hourly work?

#

you have the instance up and running all the time, right?

haughty ember
#

oh man

#

So I had to ask myself

#

Because I was wtf

#

But basically, you'll always reach the max

#

the $10/month

clever sphinx
#

Cause i'm limited to nights.. maybe I can just pay for nights

#

hehe

haughty ember
#

unless you destroy your server

#

So, basically, just count on paying $10/month

#

But it is very much worth it

clever sphinx
#

k

#

thanks

#

I probably don't even need that much... certainly not yet

haughty ember
#

@clever sphinx if you can go lower in storage

#

you can try 2.5/month one lol

#

I would be sort of curious how the memory would work

clever sphinx
#

yeah honestly I think that'll be fine

#

I'll prob try that out

#

i almost was able to use my webhost -- but the ssh access only works with the main account

haughty ember
#

nah

#

that would have been a bad idea

#

I am pretty sure they have worse bandwidth restrictions

clever sphinx
#

I don't think so actually or at the least it would be enough for us

#

again, tiny project, two guys

#

will likely check a handful of things out... work on it for a few hours, check back in

#

but it doesn't matter because of the single account problem

trail ridge
clever sphinx
#

Thanks! Will read it tonight

haughty ember
#

@trail ridge it's up there

trail ridge
#

Ah, my bad. Was only looking through the embeds

#

Looks like it's part of the gamasutra link

haughty ember
#

Let's hope that when I merge back to main it'll close of like normal.

#

I think I want to try another git gui

spiral jay
#

git kracken?

#

there is also sourcetree or git extensions whichever that's not

carmine walrus
#

git kraken is slooooow

#

don't even try using it if you are using a forked UE 4

#

it won't be able to display the repo at all

#

and it needs an account (da fuq is that)

spiral jay
#

dunno haven't used it

#

I got invited into their beta

#

and it was slow

#

but it's pretty

#

so you get what you pay for

#

in performance

raw grotto
#

git GUI bad Kappa

#

cli best

#

only thing gui is good for is viewing branches

haughty ember
#

I am using SourceTree

#

currently it's not bad

#

But I wish I could get more colors

#

for each different branch

#

eventually 20 branches of just red and green is meh

#

I thought it would give me a different color automatically each branch

wicked swallow
#

I use github and VSTS

tall carbon
#

gitkraken is slow & bugs out....a lot for me (stuff like randomly going into a loading repo even though the repo was loaded and not externally modified)......but it is just so darn elegant 😛

indigo relic
#

hi guys, does anyone know of a git client that can partially push/pull subversions

#

I need to clone a 17gb repo but my connection cuts out midway, and it starts from the start..

weak terrace
#

@indigo relic , you could just download the repo via http/ftp if it's too big for git. Afterwards commits are hopefully smaller than the max (4 GB iirc). You can also get parts of a repo. I know TortoiseGit can do that.

indigo relic
#

Thanks, I am downloading a repo hosted in the US from China, Tried TortoiseGIT but the initial repo clone doesnt support partial downloads, I will get it via ftp with a download manager then configure it

buoyant shale
#

can someone recommend me a source control for ue4 free and easy?

brittle raft
#

There ins't much easy source control, nor much free one

#

If you're < 5 people, Perforce is free and easy-ish

haughty ember
#

@buoyant shale ...

#

Look at pinned please!

#

They are all free technically

#

It's just hosting you'll run into issue with.

brittle raft
#

Perforce isn't free, unless you're a very small team.

haughty ember
#

But AFAIK, Git is the only one that provide a few options

#

...

#

Anyway

#

Git provides options like BitBucket and GitHub for free

#

I need to add this to my post actually

humble oriole
#

personaly using svn for source control

haughty ember
#

I tried it for awhile

#

I didn't like it, was buggy with plugin

#

But, maybe it's better without it

#

I've used every major player

#

And I have to say, Perforce is the best

#

Still

#

But, I think PlasticSCM is catching up

brittle raft
#

Problem with Perforce is how it gets expensive as fuck after 5 users

haughty ember
#

Git...If GitLFS ever unfucks itself

#

Then that's going to be a huge gamechanger

#

@brittle raft Many ways to mitigate that, and now it seems they've dropped pricing down to $500 ish

humble oriole
#

@haughty ember what makes perfoce so great ?

haughty ember
#

I need to make a finish up my guide

#

@humble oriole Handle binaries like a champ

#

Good GUI

#

easy of use

#

solid admin controls

brittle raft
#

@haughty ember It's still hard for me to recommend a tool that's more expensive than, say, 2 years of Photoshop.

haughty ember
#

file locking champ

brittle raft
#

Especially with free Git + free Git hosting

haughty ember
#

@brittle raft well, it's perpertual...

#

vs sub

#

so

#

I don't know

#

a license you can use for ANYONE

#

not just that user

#

Anyway, first 5 free

#

If you want, make them super generic

humble oriole
#

@haughty ember can you host it your self (in the free version)

haughty ember
#

Dev01-Dev05

#

@humble oriole aye

#

I was

#

Before I found Vultr

humble oriole
#

hmm , intresting to know

haughty ember
#

Now Vultr is my go-to because my internet/electricity are cray cray with all the construction going on around town

#

I don't want to have my team member worry

#

After this mega jam

#

I'll do a full write up. There are some good ones, but they still lack a lot of vital information

brittle raft
#

Mostly we have plenty of working options, with zero outstanding option.

haughty ember
#

meh, it just depends on a lot of factors that people just don't consider imho

#

and everyone's situation is different

brittle raft
#

It is. But we can't have the niceness of Perforce for artists, and the power of Git for developers, in the same software.

haughty ember
#

I mean, if you want a Perforce competitor that's 100% up to infitite users PLUS free hosting... that's so unrealistic

#

@brittle raft ...

#

Did you not look at pinned msgs?

#

PlasticSCM

#

is basically just that

#

Actually I lied

#

I really need to do my writeup, I thought I put something up there about Plastic

#

But, it's just a little thing about pricing with no info

buoyant shale
#

thanks , i dont find it what expect

haughty ember
#

@buoyant shale depends on your requirements

#

5 or less team members? Use Perforce, self host

#

100% free

#

More than 5>, don't use Perforce

buoyant shale
#

im unique programmer , and i want to artist download only the new thing to test their artist stuff

haughty ember
#

Need 100% free VCS and hosting? Use BitBucket for private and GitHub, for public

#

Git

#

Also I think VSTF whatever

brittle raft
#

GitLab is even better for private Git repos.

#

And VSTS

haughty ember
#

GitLab is not free?

#

Yeah, that

brittle raft
#

GitLab is free

haughty ember
#

really?

buoyant shale
#

we are less than 5 but perforce , maybe if im the host can works

haughty ember
#

didn't know that

brittle raft
#

I use GitLab for my assets repository

#

Free 10GB hosting (per repo)

haughty ember
#

But gitlab will never get that popularity of GitHub

#

GH is never going away

#

you never know about GtiLab though

brittle raft
#

No one cares about popularity though

haughty ember
#

You better

#

If GL shutdowsn because of lack of funding

#

Anyway

brittle raft
#

My current project moved from/ to no less than 4 Git providers 😃

haughty ember
#

No point in debating that

brittle raft
#

It takes 10 minutes

haughty ember
#

k

brittle raft
#

git origin ... / git push

#

Done

haughty ember
#

I mean, that didn't really counter my point though

#

Anyone can just move their project to new VCS

#

Or depots

#

or repos

#

Or whatever new name they come up with

brittle raft
#

You don't need to "move" with Git

#

You just sync somewhere else

#

You keep the full history etc

#

Everyone has a 100% copy of everything, it's decentralized.

#

You just decide someone else is the "server", which is a technicality.

#

For people with a large team, I think Git for code + Perforce for assets & binaries is the best option

haughty ember
#

Aye

#

I don't disagree

#

I have an article up there

brittle raft
#

Or PlasticSCM when it's more stable, etc.

haughty ember
#

stating the same thing

#

Just that discord sucks

#

when lots of links are in the same msg

#

So I guess I'll need to redo it

brittle raft
#

I'm not a big fan of "one post to rule them all" on source control, because mostly it's very much team & project-bound

#

If you're a company with people at workstations in the same room, you have a very different situation than single devs or two-people teams across a country

#

Source control needs to reflect that somehow

#

But I do thank you for the effort, really @haughty ember

#

Not enough people using source control

haughty ember
#

Well, I have been in a lot of different shoes

#

solo dev, small team dev, big team dev, lots of different projects, lots of different source control

brittle raft
#

In our case we're two programmers and I'm the part-time "artist", so we have everything on Git including PSD's, because why not ? 😃

haughty ember
#

So, when I do get the chance to finish it up, it'll be from all those different perspectives. As well as poor dev, decently paid dev, lots of money dev

#

Yeah, see in your situation I would have recommended Perforce, there's no reason not to, especially if you have no real plans of expansion

brittle raft
#

We started with Perforce and moved to Git

haughty ember
#

And you could easily get away with a 5/month server hosting

brittle raft
#

Reasons for Git included : free hosting for life, web browser with search etc, and the Git power for branching, rebasing, etc

#

We don't even need LFS - no need to if you're only one working on assets.

#

If you're a programmer you probably don't want Perforce. Git is a much more powerful tool for code

open flame
#

Looking to set up a perforce for a solo project
where do i get started?

molten marsh
#

Check the channel Pins

signal mulch
#

Anyone know how you get visual studio and p4 to recognise code changes . I've got the p4 plug in installed and enabled but anytime I open visual studio files and make changes nothing gets changed in the submit . If you can @ me as I'm at work and might miss it thanks

robust jacinth
#

Got to connect to the server, in P4VS

#

There are also some settings I recommend changing

untold skiff
#

I know that Github is the de facto portfolio site for programming and whatnot, but I also know that Unreal really doesn't like Github because of the Blueprint files being binarized.
Does this mean that even if I try to do as much as I can in C++ as opposed to Blueprints that it still won't be a viable option to maintain my project on Github as a repo?

steady pagoda
#

Does Vultr work with svn?

haughty ember
#

@steady pagoda probably

#

All you're doing is setting it up on there

#

Like I do with Perforce

signal mulch
#

@robust jacinth sorry only just seen this. Thanks will try tonight. What settings ?

inner swift
#

@untold skiff Blueprints are themselves Binary. Epic are, afaik, looking into making them "text-able". My major project at Uni was held on Github, quite reliably too I might add~ Just treat binary files as "one person edits it at a time" and communicate- and ya wont have an issue.

jolly fog
#

Looks like I have to manually browse through folders to get them to be processed by UE4 when using git

#

does anyone get this behavior?

inner swift
#

how'd ya mean processed by UE4~?

winged tiger
gentle bay
#

does anyone know how to make a new pull request on github?

#

i already have one open and it wont let me make another

smoky trench
#

Perforce users, what are you all using for bug tracking? Do you use jobs with the bug tracking software?

haughty ember
smoky trench
#

Yep, but what frontend is holding it for you

#

Bugzilla, Redmine etc

arctic coral
#

@gentle bay you can only have a single Pull Request per branch at a time. So if you want another PR, create another branch (will allow you to create a new PR) or close the current PR (will allow you to create a new PR)

runic trail
#

Does anyone use perforce?

molten marsh
#

Alot of people use Perforce

runic trail
#

Are there any good sources for getting started? I've found 5 different guides that say 5 different things

#

and im having trouble finding a website that will host perforce

molten marsh
#

Check the pins in the channel

#

There is some good resources for setting up perforce

runic trail
#

will do

#

thanks

solid dome
#

Perforce is nice but is there an easy and cheap way to work together remotely with other people while using p4? With git you've got Github,gitlab, bitbucket and so on.

floral dock
#

Allar has a set up program

molten marsh
#

@solid dome Perforce is free for up to 5 users.

solid dome
#

5 users and 1 gb of data storage...

#

Or is that just for Helix TeamHub?

#

The site is a bit confusing

molten marsh
#

Unless its changed recently it shouldnt have an data limit.

#

Probably TeamHub

#

I dont use that whatever it is

#

I host my own Perforce Server

solid dome
#

If only my internet could handle that 😂

molten marsh
#

Whats your netspeed?

#

I get ~25D/5U

#

Works fine.

solid dome
#

30mbps download and around 6-7mbps u

#

oh

molten marsh
#

I have an PowerEdge R610 that i use as an Build Server/CI Server that also hosts my Perforce stuff.

runic trail
#

The Perforce site is free to use but has no server hosting. If you want to connect with people off your local network you have to pay to be hosted

#

Which im working on figuring out atm

molten marsh
#

You dont HAVE to, like i said, you can host your own Perforce locally and get others to connect via your IP. @runic trail

runic trail
#

but that requires your computer to be on at all times

#

unless you run a server somewhere

#

which is probably $10/mo in just power on its own

vale parrot
#

Why does source control perforce after a while constantly save files, say it's not checked out and then don't prompt for checkout anymore? I'm having this all the time, even though no one else has that file and I've got latest, it just doesn't prompt anymore?

molten marsh
#

Thats really odd? Is this in editor?

vale parrot
#

yeah

#

I am connected with the project

#

and I can manually check things out if I right click

#

but just changing a file doesn't check it out

#

even though it says "saved, but not checked out"

molten marsh
#

Its probably caused it to become writeable because you modified it but didnt check it out?

vale parrot
#

Not really

molten marsh
#

Im always prompted to checkout something when i modify it.

vale parrot
#

It's really weird

#

but it's also a large project

molten marsh
#

I cannot recall any instance where an file has become writeable without prompting an checkout

vale parrot
#

yeah it doesn't make sense

#

I'll try to remove all my cred's and re add them

#

maybe that fixes it

summer lantern
#

I think there may be a Windows issue with version control; I see similar problems with both Git and SVN sometimes

#

whole directories seem to lose their version control status for periods of time

#

usually comes back after some minutes, but as to what causes it, fuck knows

vale parrot
#

yeah it's weird

#

VS checks it all out properly

#

except if I add a class from the editor

#

then it doesn't

arctic coral
#

@runic trail I have a perforce server on Digital Ocean and pay $5/month for the server.

#

So it's an alternative to not have to have your own physical machine

runic trail
#

Yeah I couldn't figure out how to set it up. I though it would be simple buy and then connect. I'm going to figure it out this weekend

arctic coral
#

it's been a while since I set it up, so I don't remember all the details. But try following some tutorial online and if you have any problem, ping me and I can see if can help 😃

vale parrot
#

sets up a perforce server in 5min

#

just do the short version

#

of 3 cmd lines

#

Ubuntu 14 tho

#

not 16

#

@arctic coral

#

oh wait

#

tagged wrong person

#

@runic trail

#

Sorry mirror >.>

runic trail
#

Yeah I'm going to start there

#

Thanks everyone

arctic coral
#

yeah, I think I followed that tutorial to setup my perforce server. My memory is good but it's very short.

inner swift
#

If memory serves right, I had better luck hosting/running the server on my own computer when working with another friend and on my own~

runic trail
#

My friends live in different countries and i can't leave my computer on 24/7

#

some web host is my only option

knotty trout
runic trail
#

@vale parrot that guide seems to be outdated. Lots of the youtube comments were having issues and the new p4v cannot connect to the server that is setup on digital ocean

knotty trout
#

Nvm the rep is over data quota..

vale parrot
#

Kalarian, i used it a few days ago. Be sure to be on ubuntu 14, not 16

runic trail
#

ahh ok i'll try that then

#

i was getting the error $P4PORT

robust jacinth
#

Thinking of restarting some of my Perforce setup. Again.

#

Main purpose being to try to get a solid workflow for going from GitHub to Perforce.

molten marsh
#

Tutorial time? @robust jacinth haha 😛

robust jacinth
#

Yeah. Perhaps. Sorry, got sidetracked. Big sync and build finally finished.

#

But yeah, setting up Git -> Perforce is a pain in the ass.

#

Kind of need to have permanent repos/depots for both. :/

#

Filter the Git stuf from P4, filter the P4 stuff from Git.

#

All so I can take drops from GitHub and put them in P4.

molten marsh
#

I tried using Git, i cant stand it. To used to Perforce lol

robust jacinth
#

Ditto.

#

Git is infinitely awkward for me.

runic trail
#

here i am still trying to get it setup =/

knotty trout
#

Man I really dont get it with Helix, i always get the same error check $P4PORT etc

#

Why it gotta be soo hard

runic trail
#

yeah

#

idk why this is such a pain

#

like it should really just be sign up online, pay, put in the ip in UE4 and connect

#

theres like 15 steps that make no sense

knotty trout
#

I found about GitLab though unlike gitlfs you have no bandwith limit and you host yourself and it seems like the hosting could be a bit easier than Helix

runic trail
#

Let me know how it works out

knotty trout
#

Will do!

knotty trout
inner swift
#

Petpeve with tutorials: doesn't explain what, or why.

open flame
#

where can i find documentation on what project files i should and should not have managed by source control?
doesn't seem to be any pinned info to that effect

inner swift
#

fancier non link dependant answer below. 8)

#
#To Add
- Binaries (Not required if every team member will be building own enigne, include it otherwise)
- Config : Game/Engine configurations/settings.
- Content : Your actual game content, everything you see in the content browser.
- Source : Game C++ code.
- .uproject file & preview image.

#To NOT add
- Build
- DerivedDataCache
- Intermediate
- Saved
The things in these folders get generated automagically
lethal jungle
#

I even add and reject files for Visual Studio, Visual Studio Code, and Xcode as well. Combining development on Windows and Mac

vale parrot
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After setting up a typemap in p4, can I apply it to current files somehow?

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(files that are already up)

molten marsh
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Not that im aware of 😦 I always kick myself when i forget to set an typemap before doing any new project lol

faint cairn
#

Someone posted me a script though

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That refreshes that

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So it seems to be possible

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(don't have the link anymore >.>)

molten marsh
#

😦 i was about to ask

smoky trench
#

that might have been me

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one sec

faint cairn
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Anything to know about the script?

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Specific things that need to be setup before or so?

smoky trench
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from memory no, just make sure your logged into perforce. (and of course it knows the p4 environment)
Shall grab every type in the typemap and apply it to all files

faint cairn
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Awesome

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Thanks a lot!

smoky trench
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Doesn't work on files in a task stream (due to how branching works in p4). Once you close the task stream however it's all good

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and no worries!

faint cairn
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Alright

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Hm, and that can be executed on the local pc?

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If the environment is fine?

smoky trench
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Ohh and of course two other things (sorry)
It applies it to all files on the p4 server. Would need some editing to only apply it to a specific depot but that would be fairly easy.
And requires admin rights, re-type changes the properties on the server and doesn't require file checkout (just be warned as you can't revert it)

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Yep

faint cairn
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The new GameSparks files work

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The old ones still the same :/

smoky trench
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Are those files submitted or are they in a pending changelist?

faint cairn
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Submitted

smoky trench
#

Roger, and you've refreshed p4v?

faint cairn
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Restarted it even

smoky trench
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huh, did it error at all?

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(the script)

faint cairn
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Not they I saw

smoky trench
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Normally spits out warnings if there are issues

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If not, try running again and see what happens

vale parrot
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it locked me out from my acc connected to ue4

smoky trench
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Haven't used it in a few months so I'll double check

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what haha...

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Shouldn't do that :/

vale parrot
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Yeah

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I'm locked out of p4v now too

smoky trench
#

Did you change your PC name?

vale parrot
#

No, not since 5min ago

smoky trench
#

that looks like a host mismatch problem

vale parrot
#

it changed like 3 months ago

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and in a few hours when the new SSD arrives

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okay fixed host

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but still locked out of the engine for source control

smoky trench
#

Might need to update it again, might be pointing at the old host (depending on how you set it up in UE)

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How'd you go @faint cairn, did it end up working?

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I just tried it then and it has worked for me

faint cairn
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It's for Celeste

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I'm just part of the depot

smoky trench
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ah, roger

vale parrot
#

yeah perforce p4v can checkout and everything

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but engine seems to have lost it's connection, can't find workspaces either

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now it's connected

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kasjd kasjda sl;kda

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Oh well

smoky trench
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it's 50/50 whether or not the engine can find workspaces for me, I normally have to manually enter them. 😦

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Glad it's working!

vale parrot
#

yeah didn't even work when typing in

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Anyway

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SSD just arrived so I'm in for a looooong time of resetting up my PC :p

smoky trench
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ohh joys, have fun!

vale parrot
#

yeah

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I hope this time it won't majorly mess up all my perforce connections

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last time I had to reset up all connections

faint cairn
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Is it normal that, if I'm logged in EVERYWHERE on Server A, but p4 info shows me an old Server B that I connected to ages ago?

smoky trench
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Depends what your environment settings are from memory.
if you go p4 info it should tell you.
You can be logged into as many p4 servers as you want but the environment settings will determine what the default values are for user, client, port etc.

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That's where the p4config file comes in

vale parrot
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so far so good :D

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Renamed my pc exact same to avoid the issues I had last time

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did the trick

wheat flax
#

I'm guessing this would be the place to talk about CI/CD also?

molten marsh
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We dont have an specific channel for that but it could come under this topic i guess.

reef mist
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Hey guys, does anyone know hwo I can configure Perforce to use a different port than 1666?

smoky trench
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I believe you just have to pass -p <PortNumber> when you start the service

reef mist
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I personally just open P4Admin, is there another method in doing so?

smoky trench
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p4 admin is just a nice front end for changing settings, you will need to add what I mentioned above when the server service starts

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You can test this by starting the server manually p4d -r <P4Root> -p <PortNumber>

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if that works and you can connect to it, your best bet would be to probably add -p <PortNumber> to the start parameters section in the perforce server service in windows services (assuming you're on windows)

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@reef mist

reef mist
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Gotcha, I'll try this now

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First time running from cmd

smoky trench
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negative, p4root is where the server's database files are

reef mist
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I know this is a silly question, but what does the p4root folder look like?

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Can't seem to find it

reef mist
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@smoky trench Kindly advise when you get a chance =]

smoky trench
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what is inside the server folder?

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@reef mist

reef mist
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Yeah I have none of those, gonna look now

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Found it

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Just says "Perforce Server starting..."

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as I run p4d -r D:\P4V -p 6666

smoky trench
#

that's because the root folder you're pointing at doesn't have those files so it's creating them for you.

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Where are you running the perforce server?

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Locally or?

reef mist
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Umm, its on another server

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Literally downstairs

smoky trench
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That is where you need to be doing all of this

reef mist
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Yeah im doing all of this on there via teamviewer

smoky trench
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ahh roger, just need to find where you installed p4d and where all the server files are

reef mist
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I have it setup with Jenkins

smoky trench
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run p4 info and look at where it says server root

reef mist
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If that helps in any way & I didn't set it up, someone else did

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Gotcha

smoky trench
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Server root

reef mist
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Ah gotcha

smoky trench
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it's because of the space in your path

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need to surround it with ""

reef mist
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Trying it out now

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Not exactly sure why cmd isnt working right

smoky trench
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That's good tho

reef mist
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Will it load up in a while?

smoky trench
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it should be done

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try and connect to it now

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if it doesn't say "Creating .db files" then it should be using existing ones aka your original files

reef mist
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Gotcha, trying again

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Im just getting my port forwarding resolved, still same starting message

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Gonna try get port 1666 itself working with my VPN provider since my router is nonsense & doesn't port forward

smoky trench
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It's probably "done" just doesn't close because cmd is waiting for the process to exit. But as it's a service it won't end

reef mist
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Yeah you're right aha

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Its working =]

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Thank you so much @smoky trench , you tha man!

smoky trench
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awesome!

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no worries

mortal ruin
#

Hi everyone, I'm making my first big UE project and I was wondering what is the most common source-control system and if there are real benefits to switch to it?
For now we are using git as we are used to it and have our own server for a lot of other projects, but it sees all files as binaries so there are no merge possibilities and all those kind of stuff.
I think no source-control system can do it, unless one that understand UE structures exists, yet I taught I should ask and hope for a miracle.

summer lantern
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Perforce

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it integrates into the editor well, and handles binaries WAY better than Git

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you can merge blueprints etc using Perforce

brittle raft
#

At the expense of modern features programmers might want

summer lantern
#

true enough, but code is a lot easier to manage, generaly

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also, when an artist fucks your Git depot, it can be a lot of effort to get it back to normal, hehe

brittle raft
#

This is where I usually advise using Git for sources and something else for artists, because it's true that most artists are going to have a hard time with Git

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Also you don't want artists to work from sources, imho

summer lantern
#

you'll run into problems if you do that, because there will be times when programmers will be working with both code and assets

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it's not uncommon to work with native code and BP at the same time, after all

brittle raft
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Yeah. Depends on the workflow

summer lantern
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you'd need a way to routinely merge your code and asset based branches, which are in different VC solutions D:

brittle raft
#

Something that works is an automated CIS that builds the game when programmers push to release, and commits it automatically to binaries.

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Again, unless you need to change both blueprints and code at the same time

summer lantern
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yeah, but that's not unlikely

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I have never worked on a project where that would not be the case

brittle raft
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Depends on how you use Blueprints, i guess

summer lantern
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the word isn't 'how', in this case it's 'if'

brittle raft
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I disagree. We use Blueprints here for large parts of the game - basically all the data. Granted, we don't do much Blueprint logic

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Generally what happens is that we change C++, then we change BP to account for new features / different systems / etc

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But sure, I'd much rather have a cleaner way

lusty crystal
#

So, perforce - something you run locally, or on a remote server?

jolly fog
#

.

smoky trench
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@lusty crystal either or

lusty crystal
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Ok, thx

brave axle
#

Hello guys, I am looking for a way for automating deployments, I was wondering if something like this is possible in the project launcher

#

Is it possible to put wildcards in those fields?

smoky trench
#

you're probably better off doing all of that through cmd or even better through a CI program like jenkins

tawdry monolith
#

Hey dudes! A couple of friends and I are starting a group project with UE4, but we're running into some problems with the repo, anyone around to help a duder out?

merry rover
#

Hey, does anyone have any tips on the best way to handle multiple artists working on a single map during arch-viz projects? Hitting some problems trying to manually merge the changes to the binary umap files at the moment