#source-control

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weak terrace
summer lantern
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^ this

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generally speaking you can't merge umap files

merry rover
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@weak terrace Thanks for the advice. We are already using sublevels to layer multiple lighting builds (day/night) and stream them in as lighting scenarios. But I can't seem to add sublevels to these lighting scenariosto to split them up further, is there a 1 level hierarchy limit to the number of sub levels in Unreal?

cursive temple
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not sure why im getting this any help would be great.

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: ERROR: The following files are set to be staged, but contain restricted folder names:

summer lantern
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sublevels cannot have sublevels, no

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(but there's no reason sublevels can't 'overlap', so to speak)

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@cursive temple - if you share the whole error, it might make more sense

summer lantern
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@cursive temple - random stab in the dark, but do those file paths contain the string 'Wolf'?

cursive temple
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Yes from my guess they conflict with the switch\

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i posted up a bug report for this as i find it abit odd lol

haughty ember
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Glad this channel seems to be helping a lot of folks

pastel kestrel
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hey is there any youtube videos or tutorials of how to get a basic unreal engine game using the UWP branch working on the xbox one dev mode?

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seems like a kind of complicated process to figure out lol

river tinsel
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last time I checked

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I cloud parten level to level

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could* whatever

boreal pilot
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Anyone know of a tutorial for actually using the BP merge tool to integrate and resolve merge conflicts?

inner swift
reef mist
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The person connecting to it told me the connection keeps breaking which isnt allowing him to upload or download the project files

haughty ember
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@reef mist I've seen parts of those issues

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But nothing exactly like that.

reef mist
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Any rough ideas on anything I could do to fix?

haughty ember
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I would suggest, if they can. To break it apart

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Do it folder by folder, getting latest.

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Depending on the cloud provider or your ISP

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They may be throttling

reef mist
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I've got 100 up and down at home & it's on a separate server

haughty ember
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And/or just literally DCing

reef mist
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Gotcha, I'll ask him to download folder by folder

haughty ember
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I used to have this issue with Assembla

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Similar issue anyway

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If they can connect, but it time's out. Just do it little by little, instead of the whole thing at once.

reef mist
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Notified the person =] Thank you Victor!

carmine moss
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I have blueprint that I want to use across multiple projects. Is there a way to setup a UE project to use a reference to a blueprint instead of a copy of the file?

thorny laurel
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no

molten marsh
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@carmine moss Put that blueprint into an Plugin and you can use it where ever you like! ๐Ÿ˜ƒ

jaunty mason
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hey everyone!

Having issues with getting unreal engine files through perforce using P4V. I have a valid username and password, I connect fine, but when I select "get latest revision", it fails saying Client 'My_workspace_name' requires an application that can fully support streams. Any ideas what might be the issue?

pulsar parcel
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has anyone been getting issues in 4.18(.1) with reimporting meshes while using perforce?

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the editor integration doesn't checkout the file properly

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and silently fails, not replacing the uasset

smoky trench
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@jaunty mason assuming your P4V is upto date you might need to enable streams in P4V
Edit -> Preferences -> Features -> Streams

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But do check it is up to date first

jaunty mason
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@smoky trench it is up to date

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and streams are enabled

smoky trench
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tried creating a new client/workspace?

jaunty mason
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yes, twice

smoky trench
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hmm, got anything else locally perforce related that might need to get updated?

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Additionally, have you made any changes to your P4 server as of late?

jaunty mason
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it's not my server, I'm connecting to epic's server

uneven oyster
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Any good Perforce hosts? Or should I stick to my own Linux box?

jaunty mason
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we are using assembla for source control (svn not perforce), but they host perforce servers also.

uneven oyster
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2 man team atm, looks like startup is pretty high for Assembla

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Won't be for awhile before I'll even want a potential 3rd

jaunty mason
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I think they even offer free plans for small teams

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take a look

uneven oyster
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I'll try chatting them

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I read about it, but that was old forum posts.

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Nope, base is $222/mo :(

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5 man minimum

jaunty mason
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you mean 22?

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I'm suer we dont pay 222usd ๐Ÿ˜ƒ

fiery prism
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$222 for assembla lol

uneven oyster
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Asking for clarification.. :x

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Confusing wording

jaunty mason
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Wow, that price is just insane

uneven oyster
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My Linux box is only $20

fiery prism
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That's not intimidating or anything. Have never got p4 working with them either

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maybe it covers p4 seats

uneven oyster
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Oh well, my env works fine, was just curious about other providers.

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Well I thought the license was free for like 5 seats

fiery prism
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idk ask them

smoky trench
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Wouldn't recommend assembla for perforce

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would recommend either running your own VM in the cloud or host locally

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And @jaunty mason that's strange, assuming this is their UDN P4 server? If it is, might be worth posting there on UDN. Sorry I couldn't be of any more help!

robust jacinth
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Looking at chat history

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Did I miss something?

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Oh, nevermind

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Re-read the screenshot where it says the price per month.

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Says 222.5/mo for 1 year, which made me misread it as 222.5 per year.

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That is insane.

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Fuck that. Digital Ocean, pay less than $60 a month and run a Linux box with a P4 server on it.

smoky trench
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@cerulean whale Who did you end up going with? I remember you were looking for a VM provider recently that allowed for plenty of storage at a cheap price

cerulean whale
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@smoky trench went with Hetzner

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45ish โ‚ฌ for a good dedicated

smoky trench
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such a german website, I love it

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straight to the point, with all the details you need

cerulean whale
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Haha

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Aren't most server hosts like that?

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Made to be used, repeatedly

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Anyway, can recommend.

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Get a cheap dedicated for your version control, use it for whatever else you also want to do

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Like, dunno, run a Minecraft and TeamSpeak Server

robust jacinth
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Mediawiki server, for your game design wiki!

cerulean whale
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Yes!

robust jacinth
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Because one huge linear document for design makes no fucking sense. But this is tangential.

cerulean whale
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OwnCloud for your own personal self-hosted Dropbox

uneven oyster
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I'm using digital ocean

cerulean whale
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Digital ocean is great, but terrible for storage

uneven oyster
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I'd use Azure.. But expensive. (And I work on Azure x_x)

cerulean whale
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Ask if you get an employee discount? ;)

wicked swallow
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well it depends the automated and how you useit

uneven oyster
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A Burst VM might be good, but expect to only push once every few hours

cerulean whale
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If you have a spare 50 bucks per month, get a dedicated. Or even a virtual server

wicked swallow
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you could get cash reward to AWS from twitch extension

uneven oyster
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I'd do Azure before AWS

wicked swallow
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well you could use both

cerulean whale
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Ah yeah, apparently AWS is nice too

wicked swallow
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netflix use multiple clouds

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think make a template to azure marketplace for your dedicated server

uneven oyster
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I could make a template on Azure MP and share

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Perforce installation is annoying, a clean image for Ubuntu would be nice

smoky trench
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I use google cloud for most of our stuff and im loving it

wicked swallow
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in template you can set it nicely

smoky trench
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can't stand the Azure interface

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(no offense @uneven oyster!)

uneven oyster
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I take offense! Lol

wicked swallow
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@smoky trench you can use Azure CLI

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azure have CloudShell what support Bash and PowerShell now too so

uneven oyster
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Works with Bash and PS

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And it has a Cloud Shell, both Bash and PS built in

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Web CLI

wicked swallow
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Azure CLI work with python

upper current
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uhhh, I have a question. I am trying to setup source control using git for all code and p4 for the content stuff.
I am a bit confused though as to what folder should be ignored by either git or p4.
Mainly the Binaries folder. Should that be tracked by git or p4?

robust jacinth
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Some binaries are shipped with the engine.

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The ones that can be built should not be submitted.

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The ones that can't be are fine to submit to P4.

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Hard to identify exactly which are which if you don't have a fresh engine download.

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Assuming you have a source build. Otherwise, if it's just your project, leave out binaries.

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Entirely.

upper current
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Its not a source build

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So the binaries dont need to be tracked by either version system

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?

robust jacinth
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Right, generally you don't submit builds to Perforce.

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You should package up stable development editor builds and put them somewhere for non-engineers to download, since they can't build from source.

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But that place should not be Perforce or Git.

upper current
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yeah thats the plan ๐Ÿ˜„

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Perforce for all models, textures, uobjects and so on

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git for all the c++ files

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and an occasional build for others, or they can just download vs2015 and compile it

robust jacinth
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This is generaly benefitted by having automation to build the latest P4 submission (that touches code) regularly, then automatically package it up and put it where designers/editors can download it.

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Uh, mixing Perforce and Git for different things is madness.

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Like, having half your project in one system and half in another.

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That's a lot of unnecessary complexity.

upper current
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Well, I really dont want to use git for binaries

robust jacinth
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But then why use Git and Perforce? At that point, just use Perforce.

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Or try out Git LFS.

upper current
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Well for the code git is nice

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or at least better than perforce

smoky trench
upper current
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I dunno, im doing it the same way the system is set up at my workplace and as its set up at Epic

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Minus the actual engine source, because I dont need that stuff

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or atleast that was my plan

smoky trench
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Pretty sure Epic is mostly perforce, if not entirely

weak terrace
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Keep in mind when using two version control systems that they are not synced. If you revert one, you need to know to which point to revert the other, otherwise you might just break your project.

smoky trench
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^

robust jacinth
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I can also promise you that is not how it's setup at Epic, at all.

upper current
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Yeah I noticed that problem at work as well ๐Ÿ˜„

robust jacinth
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100% Perforce.

weak terrace
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Also using branches can be problematic. You'd kind of have to branch the second version control system as well.

robust jacinth
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Git is merely there as a mirror for people to be able to use without exposing Epic's internal P4 server to the masses.

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The workflow I described is what Epic uses.

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CIS using Electric Commander.

upper current
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alright then, lets nuke the git repo (i dont really like git tbh so this is probably for the better)
and then keep everything in p4

robust jacinth
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P4 for source control.

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Network accessible location for builds that non-engineers automatically download along with content from P4.

upper current
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also I already made a p4 discord bot, so he will be more useufl

robust jacinth
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And that part is handled via Unreal Game Sync.

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The network accessible location thing is transparent to non-engineers, they just double click a CL in UGS and it downloads what is needed from the network and syncs from Perforce.

upper current
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cool, so p4 is now tracking the "Binaries, Config, Content and Source folder"

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oh wait, binaries werent supposed to be tracked

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cool, everything seems to work

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thanks everyone

inner swift
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Binaries is okay to be included if you don't expect people to build their own engine

brittle smelt
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do you guys save fbx or just the 3d file

robust pine
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Guys, I want to use GIt as Source Control.
But when I go to Source Control I am not promted to enter a remote repository...

median heart
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@robust pine well, yeah, when using Git it refers to the local repo on disk rather than a remote repo, as it's a decentralized VCS

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If you haven't cloned the remote repo first, do that, then you should be able to use it ๐Ÿ˜ƒ

robust pine
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how am I supposed to clone a remote remote when the local repo is the one I want to make remote? ๐Ÿ˜„

median heart
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Oh, well I didn't know that's what you were going for

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Simply push it?

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I don't believe the built-in UE4 Git implementation handles pushing, only committing, though I could be wrong

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I haven't used it in forever

robust pine
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The problem was that my Repo had an initial commit on github, I had to rebase it.

tired quarry
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uh, I feel like git is one of those version controls that are simple and just work(most of the time), can't say the same about svn

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but that's just from my experience

rapid cargo
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๐Ÿค” ???

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Perforce's site is broken

rapid cargo
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Also

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Which is better for a small team of 5 people, with variable project size.

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Perfoce, Github, or VSTS

median heart
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If you're for sure 5 or under people, I would go P4, but if you think you might expand at all, I would go with VSTS

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Perforce seems to work a lot better with the heavy binary load of UE4 projects, but the price is pretty unmanageable for small teams, especially if you're just working for fun or royalty

rapid cargo
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Honestly the size of 5 is not set in stone, but i'm not sure of how easy it is to use VSTS with UE4

median heart
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I haven't used it personally, but I'm guessing it's just a relatively normal Git repo?

rapid cargo
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that's what i've heard, but i don't think it's easy teaching git commands to artists

median heart
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Well, that's more outside of the scope of UE4, but I wish you luck with that, haha ยฏ_(ใƒ„)_/ยฏ

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It is a little unintuitive to learn, no doubt about that, but I don't think Perforce is miles better

inner swift
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Using GitKraken is a good idea when learning to use Git.

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The icons/action buttons animate to actually show you what it's doing under the hood, and it doesn't just barf a technobabble git error at you if something goes wrong

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I actually spent less time helping my peers understand how to use GitKraken than say, raw git, P4V, and SourceTree

jolly fog
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here is something that I can't understand with source control. If you make a load of code and asset changes like a weapon cpp file that has a child BP with multiple associated meshes, particles, sounds etc. and then you decide to roll back to an earlier commit, since source control ignores large files like textures and other content, wouldn't this result in the code being correctly reverted but BP's / the textures / meshes etc that you added to the project still existing, or am I missing something?

median heart
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Why do you assume that "source control ignores large files"?

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You can set it up like that for sure, but it's not like it just automatically doesn't track binaries like that

jolly fog
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Well I tried to via source tree but then got stuck in a loop of it trying to sync large files, failing and then not allowing any new commits to happen

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Would you sync everything up to github so that anyone downloading would get all textures etc too, or would you keep it mainly for code commits?

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I like the good old copy and paste project folder option because everything stays intact and there is no chance of something messing up

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but I do really like how github can let you track your changes easily

robust jacinth
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Everything that can't be reproduced from something else should be in source control.

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Everything.

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This is why compiled binaries (for which you have source code) are not generally submitted to source control.

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Assets should absolutely be checked in. Binary or large has absolutely no bearing.

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The fact that it was taking a long while or there's a bug with the software you used doesn't really change that.

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Git is notoriously bad at dealing with large binary files, to the point they introduced Git LFS.

inner swift
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I've never had an issue of source control ignoring anything. It submits what you tell it too minus anything you've told it to ignore

devout sorrel
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'Mornin! I'm setting up Github and I'm seeing the disclaimer " GitHub.com currently does not support files larger than 100 MB. "

Is this likely to be a problem for me if I am building one level from the 3rd Person template?

brittle raft
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GitHub has a 2GB hard limit that you'll run into pretty quick

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Unless you use LFS + paid account

devout sorrel
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Thanks Stranger. I have a $7/mo paid account, not sure if that is what you speak of.

brittle raft
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Yeah

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In that case if you're using LFS you don't have any file size limit @devout sorrel

devout sorrel
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I've setup a project, added one Empty Actor, Committed, added a second Empty Actor, Committed again. Closed Unreal 4, reverted the second commit on my Github Desktop, and launched the project again. However it comes up with a completely black/empty level. What is the proper way to revert a commit in Unreal 4?

brittle raft
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What you did sounds correct

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Make sure you correctly save everything before committing changes

devout sorrel
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@brittle raft Previously, I created a Repository on Github.com, cloned it to desktop Github and then created a new project in U4 according to this tutorial https://wiki.unrealengine.com/GitHub_Desktop_to_manage_your_project

However when I went to name the filename according to "Step 3 Unreal Engine Project" it had an error saying I couldn't name the project with the same name as an existing folder. So I created a new project inside the folder of the repository I made on Github.com. Not sure if I set that up wrong.

brittle raft
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That sounds okay. You couldn't create directly because UE4 saw the .git folder

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The "clean" way would have been to copy all source files and assets to the newly created repo

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Or just move the contents of your project file to the parent repo root

devout sorrel
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@brittle raft and then have U4 redirected so it finds the files that have been moved?

brittle raft
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You'd just need to open the .uproject by "browsing"

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No redirection should be necessary

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Though this is purely about not having a useless subfolder, not your main issue

devout sorrel
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@brittle raft #worked after I saved all in content browser and Saved Current in the toolbar and repeated steps above to revert. I have more confidence now to go fwd with project. Thanks for your help!

brittle raft
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@devout sorrel Additional info : you can and should ignore the Saved/ folder

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Just like the Binaries folder if there is one

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Look at "gitignore" files

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Dunno how Github Desktop exposes that system

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General idea is : commit source files, not generated files. "Saved" is entirely generated files

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It's also pretty fucking big

devout sorrel
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@brittle raft the only way I could see how to do that is to set up the repo on github.com where I could add the gitignore of unreal engine. Not sure how to verify that now, but supposedly I set it up properly to ignore engine files.

brittle raft
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It's pretty easy to check - go to your project's Github page and go to the files tab. You shouldn't see a Saved folder.

devout sorrel
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@brittle raft cool. Thanks. I don't see Saved folder there ๐Ÿ˜ƒ

brittle raft
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Cool !

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Look up how Git works before doing too much work

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It's a realllllly complicated software, and it's easy to get lost or break it

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I usually advise regular backups on top of it, like every few days do a goold-old copy-paste job.

jolly fog
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@brittle raft If you mess up your project, delete the UE4 project folder and then replace it with a copy-paste backup, does Git handle this well? (you can commit as usual without any extra changes)

brittle raft
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@jolly fog Well, Git stores an entire project history in the .git folder of your project

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So backing-up a copy will back up the repository with its history too

jolly fog
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And if you go 10 commits into the future and decide to go back to an earlier copy paste backup, you can continue to commit from that backup or do you need to create a new fork?

brittle raft
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If you actually copy the entire project folder, including the repo, you'll end up with the state of the repo when it was backed up

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So the local branch will be exactly what it was at the time, and the remote branch if there is one (Github, etc) will show the latest progress

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You could also copy from your backup and only copy files, without copying the repo itself

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If you do that, Git will see that as a regular file change you can commit

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Git is really really really flexible

jolly fog
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Sweet thank you for the info

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I just picture Git online as a train track, if I go back to a copy paste backup and then commit, where do the unused 10 latest commits I don't want anymore go?

brittle raft
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Completely up to you

jolly fog
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Can they be completely removed to not clog up the flow?

brittle raft
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With Git, you can always go to a commit and reset the branch there

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Wiping all further commits

jolly fog
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That is excellent thanks!

brittle raft
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You can also combine commits together, rebase a branch onto another (like my dev-4.18 branch I rebase onto the latest game changes regularly)

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It's the most flexible VCS, at a cost though since it's also the most complicated

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I love it but I'm not denying it took me like 3 years learning it

devout sorrel
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@brittle raft Do you have to quit U4 before you revert, merge branches, rebase etc so when U4 opens it can read the new file the way you want it to, or is there a way to do work in Github and push it to an open version of the project?

brittle raft
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Depends on what you're doing. For all C++ work, you can do whatever you'd like while UE4 is running

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For assets, generally you'd need to close UE4

smoky trench
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Is that still the case @brittle raft ? Reverting seems to work almost flawlessly now, and if that doesn't work immediately an asset reload seems to do it

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It definitely was an issue in the past tho

brittle raft
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Yeah I haven't tried recently

molten marsh
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I dony trust the editor to function correctly after an source control action. I always reload the editor. Its just not worth the hassle.

smoky trench
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That's fair call, in 4.15 they added Content Hot-Reloading which is the behaviour I was referring to earlier. Seems to work fine for me but I completely understand the distrust

rare fiber
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Hello. New on Unreal but knowledge in Git and I didn't read all the channel, so that are the options? For c++ there are no problem but we must have one map per dev and work with branch to doesn't make conflit?

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Conflits with map, asset, blueprint, etc?

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I hear about a plugin to make commit about BP

median heart
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With Git LFS you can use the locking mechanism, but it's still not a perfect workflow

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If you want to minimize conflicts branching is probably best, but you should be using branching most of the time if you're in a collaborative project anyways ๐Ÿ˜‰

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(at least on the local repos)

noble knoll
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i don not recomend LFS for unreal

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it chokes

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real hard

vernal cosmos
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Hello!

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I got some strange problems with Perforce and I am curious if anyone of you had this problem before.

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When I change stuff inside my level, like putting in new assets etc. and after that I save the level, and submit the changes - its not submiting the level changes, only the newly added assets and the assets with changes-

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Also I have noticed that I cannot check out levels, is this intented function or bug?

robust pine
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I am using SourceTree (Git Client). does Git have problems with large files?
it is stuck at "post git-receive pack (chunked)" for 3 hours now whenever i try to push

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already tried to increase the http.postBuffer but that didn't help

robust jacinth
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Git absolutely does have problems with large files.

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To the point that they invented Git LFS (Large File System)

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I have no experience with Git LFS however.

haughty ember
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@pure beaconildex#6923 GL with GitLFS tho

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I didn't have great experience with it

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And I know plenty of others that tried it out and went back to Perforce

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Some went to PlasticSCM

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that's a pretty viable option as well, I like it

jolly fog
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Possible n00b question: I changed an enum and now my Unreal SVN link is telling me I need to check out a LOT of files associated with that enum. I added a new line to the enum, that was it.

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Question: Is Unreal just playing it safe by asking me to check these files out, or did this new enum line actually effect all these files?

fiery prism
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BP enum, right? @jolly fog

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shouldn't need to actually check out all the related files for a change like that

jolly fog
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Excellent

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Thanks! (And yes.)

wintry bloom
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I have seen PlasticSCM being mentioned a few times here, I had a rather bad experience with it.

- It won't allow you to update your local workspace without "merge" if you have any changes even if there is no conflict at all
- It won't allow you to submit your changes without a "merge" if the server version is newer even if there is no conflict at all
- Said "merge" takes significant time even if there is no conflict (sometimes more, sometimes less, seems to be pretty random)
- Said "merge" can push you into a merge loop with bigger teams when by the time you are done with the "merging" someone else was faster (e.g. you work remote, people in the office have a huge advantage)
- It has a different "artist friendly" client, but that can't merge at all, and afaik it can't really lock files so it is basically crap
- for the "said artist friendly" client you have to "convert" your workspace, and the two does not work together (at least they suggest not to use both in the same workspace)
- I seriously considered reverse engineering the data because my network usage by their client was ridiculously high compared to the amount of actual data I had to upload/download
- you can "cloak" files, they are basically ignored locally. This would be really cool but it does not work with "merge" - if you have a "conflict" (which isn't a conflict at all in most cases) you will have to download all the cloaked junk which was commited recently. It is especially annoying with branches, because of this updating a branch from main is a disaster
- if I start to upload something, any (fake) "conflict" is only detected after the end of the upload, and I have to do the "merge" client side even when there is no conflict at all
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The only way I could actually work with this remotely is via using shelves - it's a bit like git stash. Every time I want to update my local workspace or I have to submit something I have to shelve everything, update, Apply shelve, Submit. (Yes, I have to "merge" shelves into my workplace even when there is not conflict).

I have no idea how can this tool be good for anyone or how could the creators stay alive for 10 years as a company.
Switching from Perforce to Plastic was the worst software switch I have ever seen.

pulsar parcel
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@wintry bloom i had a similar experience with it too

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and that was 2 years ago now

smoky trench
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That's interesting, thanks for the run down @wintry bloom!

wintry bloom
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np, I am thinking about writing a bit more organized blog post about it, but I am not sure if I'll actually do it
I would need to find a more objective tone and also talk with other people from our company about the issues they have, it is a bit hard right now, maybe when I'll have less things going on and it will only be a memory

I don't like the idea of writing bad about some random product, but it was really bad on our production and some of the issues I just do not understand as a programmer - why would they design their software like this

also maybe it works better for really small groups and smaller projects, the team I'm working in is about 30 people with a huge repo containing both art and code

haughty ember
#

Anyone have recommendations for good service(s) for bug tracking (jira or the like) and maybe even project management a bit that I can attach to Perforce?

smoky trench
haughty ember
#

@smoky trench quick pros/cons ?

#

hm, it's #2 on that list

#

I like how they emphasize Agile/Scrum ๐Ÿ˜ƒ

smoky trench
#

Pros:

  • Free and Open Source
  • Fast
  • Straight forward to use
  • Integrates easily into Perforce

Cons

  • Original UI looks straight out of the 90's ( I bought this theme while it had a special on, and https://bestredminetheme.com/ somehow managed to apply two discount codes so it only ended up being $30 US)
  • Installation can be a pain if you want to do everything yourself (I just used this installer instead https://bitnami.com/stack/redmine)
  • Updating can also be a pain
haughty ember
#

So you just attach Redmine via P4DTG?

smoky trench
#

Yup

haughty ember
#

hmmm

#

Can't hurt to try it out

smoky trench
#

Have a few more cons but that is more on the P4DTG side of things

haughty ember
#

Hehe, it's funny

#

It's like buying Wordpress themes

smoky trench
#

haha yeah, the theme I linked tho is reallllly nice compared to all the others I tried

haughty ember
#

hmm

#

Wonder why more websites don't adjust prices based on region

smoky trench
#

effort haha ๐Ÿ˜›

haughty ember
#

I keep seeing euro though

#

And I am so lazy to google the conversion

#

Aye, effort

#

Either on the webdev's end

#

Or the user

#

But, usually, you don't peeve the paying users

#

@smoky trench Thanks for recommendation

smoky trench
#

no worries!

bold forge
#

hmmm is there away to reduce the size of the ue4 repo from gith? my engine is sitting on 103gb atm

haughty ember
#

?

#

Has nothing to do with SC

#

lol

#

that's just how big source is

bold forge
#

dam im sure it use to be smaller ๐Ÿ˜ฆ

wintry bloom
#

do you use a proper git ignore?

jolly fog
#

whats the command line for downloading your repo using GIT

burnt shadow
#

You can reduce the size of your engine repo by using perforce instead of git

jolly fog
#

@burnt shadow i was going to use perforce but the setup just seemed overly complex for it to be worth it

haughty ember
#

even though @burnt shadow and at least ten others have guides out there for it... hmm

#

Although you won't get daemon workign properly if using Allar's guide on newest Ubuntu

#

I tried for hours with my limited Linux to get it working, but ended up just giving up and if the shit goes down I'll start it back up again

burnt shadow
#

Ubuntu changes how daemons/services work so damn often

#

yolo

haughty ember
#

Aye

#

I just need to learn Linux

#

Eventually it will force me to deep down on it

burnt shadow
#

I think latest uses 'upstart'

haughty ember
#

I tried it, but again. Lack of Linux probably screwed me.

reef rivet
#

Anyone used Bonobo to host their own Git server? I'm wondering if I can take my local repo and expose it to the web so I can push to/pull from it on my laptop when I'm away from home.

patent scarab
#

@reef rivet, do you have static IP?

#

In most cases that's possible, especially if you have static IP. You need to configure you router (if presented) to let your computer receive connections from the outside.
If you have dynamic one, you can use some dynamic dns services. It's little complicated but still available.

But the easiest way to work with your repo from any place is to host it on some server like gitlab.

reef rivet
#

@patent scarab thanks for the info! I tried Bitbucket but it had a hard size limit of 2gb, which doesn't work practically with visual applications like UE4. Do you know off the top of your head of Gitlab has any restrictions like that?

patent scarab
#

@reef rivet, this is usual restriction because git works very badly with big repositories of binary files. For example github bans even paid repos when they grow to 10 Gb. Gitlab probably has some limitations too.
It's good approach to use git lfs while working with git + UE4. It reduces the size of the git repository because repository will store only links to binary files, that are stored by lfs (I'm not very good at theory, so can be wrong about something).

reef rivet
#

Awesome, thanks again for the thorough answers! โค

inner swift
#

afaik, Gitlab is your own hosted version of Git, so there shouldn't really be a size restriction (unless you're hosting on an external service/server)

patent scarab
#

You can install gitlab CE on your own server or create a repo on gitlab.com that is cloud hosted

#

In the first case there are probably should be no restrictions about size

inner swift
#

besides your own harddisk space. :p

patent scarab
#

yep :)

reef rivet
#

Awesome, I'll have a look at gitlab then, sounds like that'll end up being my solution.

Thanks again! โค

thorny laurel
#

@reef rivet VSTS is great, infinite free space

reef rivet
#

@thorny laurel thanks for the tip! A friend of mine gave me a micro PC to use for this, I'm loading Ubuntu onto it and hosting my repo on it via Gitlab. If I can't get that to work I'll give in and use VSTS.

Cheers pals! โค

dire cobalt
#

Clearly downloading, but no output

#

Anyone have a recommendation for something better than SourceTree?

#

The way I fixed my bug earlier where it wouldnt download at all, is so sad xD

#

I clicked "use system GIT", without actually loading the exe for it

#

and now it downloads, just silently

thorny laurel
#

I'm happily using sourcetree

patent scarab
#

@dire cobalt, you can try using console git (there should be "open console" button in source tree) for clonning a repo. I experienced such problems with big repos. SourceTree just hanged on clonning sometimes while clonning from the console worked well.
Now I use SmartGit (but it's paid) and sometimes TortoiseGit (that has his own problems) if I need a visual client. But the most of the times I use console git and tig console client.

dire cobalt
#

Thanks, I'll try that

inner swift
#

I tend to prefer using GitKraken personally~

inner linden
#

What source control client do you guys use for github?

#

I had issues with the github one

#

I was pushing small changes to a mod repo I was working on and it would always say that the push failed because it had to sync first or something and I had to override the push using a console command, hoping to avoid that kind of stuff

median heart
#

On a topic like this you'll probably get 5 different answers from 5 people, haha

#

I used SourceTree at one point in the past, but it seemed to not handle large repos (like UE4) very well

#

I just use the CLI now, I'm pretty used to it at this point

inner linden
#

Oh, okay.

median heart
#

IDE integration is a pretty solid choice though, too.

#

It's nice to directly be able to see diffs and blames in the editor

inner linden
#

You mean within UE4?

median heart
#

Well, within VS specifically, but you could use that with a UE4 project, yeah

#

I actually haven't used the VS Git integration a ton personally, I've mostly just used it in VS Code where there are a bunch of third-party extensions to well, extend the functionality :p

inner linden
#

I already have VS 2017 from when I merged VR Expansion into my old project

#

But wanted to add my own shader to the engine or at least figure out how

#

that requires source unless I want to modify one of the pre-built shaders

#

as far as I can tell

#

But yeah I doubt VS is the solution I'm looking for here

#

Probably should get a git client so I can just push the entire local repo / changes

#

I always see this different one though do you happen to know what it would be called?

#

It shares the name github but looks completely different from the one they offer

#

perhaps it's older?

median heart
#

Not sure what you're referring to, sorry :/

inner linden
#

That's fine, I'm not even sure what I'm referring to

median heart
#

I've heard good things about GitKraken though, so that might be worth a shot checking out

inner linden
#

Sure, I'll take a look

median heart
#

The big things about Git GUIs though is that they're not really going to save you from knowing Git :p

inner linden
#

Haha no I noticed I needed to learn how to do all the console commands anyways

#

because the GUI was so limited in what it could do

median heart
#

They're just nice features to have, but if you don't know how to use the CLI effectively it's not going to do a ton

#

Yeah ^^

inner linden
#

I made change locally on my mod I was working on

#

and try to push

#

it would fail saying I need to pull the files

#

it would overwrite my mod changes

median heart
#

The GitHub client seems to be more beginner-friendly, which can definitely be a detriment in some ways

inner linden
#

and then when I tried to push again the same changes it would say I need to pull again

#

like why gui

#

why

median heart
#

Well, that kinda just sounds like a Git thing, TBH

#

That's what branching is for ๐Ÿ˜ƒ

inner linden
#

I'm not sure I understand

#

Isn't a branch an entirely new repo

#

not just for updates to code

#

or is that a fork

median heart
#

Nope, it's essentially a new workspace in which you can make changes and merge those back into the main branch when you're done

#

Yeah, that's a fork.

#

(which is entirely a GitHub [and other Git suites] concept, not Git)

inner linden
#

Oh, okay.

#

Git is like an API or something for dealing with source controlled products and then "Hub" and other places are just implementations of that API?

median heart
#

Branches help a ton in organization, since you can keep track of each change individually and merge them when you'd like

#

Uhh, not really, I wouldn't say

#

Git is a piece of software, and GitHub is a platform that revolves around supporting the software

inner linden
#

haha no worries, just trying to get a feel for it. My knowledge of git is setup repo and brute force merge requests

median heart
#

It's not really like Git is just an APIโ€”it's a fully functioning piece of software in its own right

#

Yeah, it's cool haha

inner linden
#

So I should clone the epic games repo

#

And then I need to push it to my own private repo I assume

median heart
#

If you'd like to make changes and keep them, I would clone a fork you create of it

#

Cloning one repo and then trying to push it to another at a later date is asking for conflicts, haha.

#

Well, actually, I took that from the perspective that you'd be pushing to your fork, not an empty repo

inner linden
#

I created a fork

median heart
#

If it's an empty repo, that would probably work, but I'd still just clone your fork so you don't have to worry about pushing the whole repo up to a new repo

inner linden
#

Makes sense

#

no need to upload the entire UE4 engine

#

when I might just be making minor changes

median heart
#

Yep, pretty much

inner linden
#

Well I don't know enough C++ to make major changes anyways

#

I read like half of C++ Primer

#

7 years ago

#

and uhh.. yeah ended up working in scripting languages for most of the time between then and now

#

Lua, mainly

#

So I know nothing

thorny laurel
#

@median heart sourcetree can handle a repo as big as UE4 quite well

#

its sometimes a bit slow, yeah, but it does its job

median heart
#

Well, like I said, it's a pretty subjective matter

#

That hasn't been my experience, but I'm sure it's probably a bit different for everyone

inner linden
#

probably depends on how far you are from the github servers too

thorny laurel
#

the speeds to github are not (super) slow for me, even though I'm from germany

#

with "slow" I meant only that sourcetree sometimes needs a few seconds to do stuff

median heart
#

It would pretty often crash for me when trying to pull new changes, and when it didn't crash, it took far longer than the CLI, at least for me

#

Maybe that was just a fluke on my end, but the CLI does its job for me ยฏ_(ใƒ„)_/ยฏ

inner linden
#

@median heart thank you for your help

#

Cloing it now and should be done shortly

#

You mentioned that earlier me trying to push minor code changes to my own repo was a git issue

#

What did you mean by that?

#

Was it not the guis fault?

median heart
#

Well, if you're trying to push to a branch that has newer changes on the remote repo, conflicts will probably arise

inner linden
#

Nope it never had newer changes

#

Because it told me to pull first

#

and I did

#

and then I dragged changes back over

#

and it said to pull again wouldn't let me push

median heart
#

I couldn't tell you exactly what happened then, it was just a thought

#

That's why branching is important thoughโ€”it allows you to always pull in new changes to your main branch while keeping your local changes on a separate branch separate

#

(not saying that's exactly what happened, just a point of focus for Git in general)

inner linden
#

Should I have another branch of my cloned repo then

#

UE4 Official -> My Fork -> Active Branch -> Local Branch

#

and then when I update stuff on local branch, push to active branch, and then when I'm convinced it works great, merge iwth my fork?

median heart
#

Not exactly...what you'd do is create a new branch on your local repo, make changes, then merge that back into the main branch on your local repo and then push it

#

(unless you're taking advantage of pull requests, where you would just push the new branch itself up to the repo, but that's more for collaborative projects)

inner linden
#

So I should have a repo that is just the engine and a repo that contains the actual game separate correct? I already have some games made in UE 4.17.1 that are in that folder

#

would they be in conflict if I tried to open them in the new compiled engine?

#

and when I said "Made" i mean like, heavily using programmer art and not actual games

#

just learning haha

median heart
#

Yeah, unless you're trying to hold a collaborative copy of the source with others or distribute binaries of a source engine alongside the game, you'll want to have them separate

inner linden
#

Alright, will I have to be weary of plugins? I run VR expansion for the dynamic collision capsule for the HMD

#

I'll need to recompile that each time I assume

#

or can that be incorporated into the base engine?

#

So it's already done I guess I should ask

#

Probably ask the guy who makes it not you haha

lament hinge
#

Hello everyone, I am about to setup SC for my new project and thought I would use a gitignore. I have found one but I'm not sure if it is safe enough and would like some insight from more experienced people than me ๐Ÿ˜ƒ Here's a link https://www.gitignore.io/api/unrealengine

lament hinge
#

The tricky thing about this .gitignore btw is that I want this project to be shared with people who don't have the VS reqs to build/compile

#

So, it'll need to not ignore the necessary dlls and files

#

I know it definitely needs the Binaries and its contents, but I'm not certain about the "Intermediate" Folder

agile crane
#

I know blueprint merging is possible but is it any good for production? Do you guys have any experience with it?

inner swift
#
#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
idle veldt
#

also do not add VS project file as that one should be regenerated and fresh when forking repo

#

just source and *.uproject is enough

#
  • above stuff
lament hinge
#

Indeed mate thank you. Since the other day, I tested a lot and figured the proper things to ignore/add for it to work.

inner swift
#

right click .uproject and there should be an option to generate said files, cupsster~ d:

idle veldt
#

binaries are purely optional if your soulmates can build project themself (saves losts of space in repo)

lament hinge
#

The thing that also gave me problems was that I was using SourceTree and it had a global gitignore that I wasn't aware of, so it was ignoring dlls and some other files.

#

Indeed, but they don't have the VS reqs ๐Ÿ˜ƒ

inner swift
#

I personally just uploaded the binary direct to git

idle veldt
#

then stuff binary in

lament hinge
#

Yep!

inner swift
#

shudder source tree though. o_o

summer lantern
#

SourceTree - never again

#

used it in the last gamejam and it caused us entire worlds of pain

inner swift
#

^ all of this

lament hinge
#

I got used to it

idle veldt
#

I'm using TortoiseSVN and I'm happy with it so far

inner swift
#

'cept replace gamejam with first half of my uni major project. x_x

summer lantern
#

D:

#

Perforce > SVN > USB stick > Sourcetree

#

lol

inner swift
#

Found GitKraken, got the team using that, never had an issue again. ๐Ÿ˜„

lament hinge
#

Paid > Paid > eh > Free ๐Ÿ˜ƒ

idle veldt
#

SVM is free

#

*SVN

inner swift
#

Perforce isn't paid. O_o

lament hinge
#

Hosting isn't necessarily

inner swift
#

you can host your own server. o_o

lament hinge
#

On my own machine? I have shit internet

brittle raft
#

Sourcetree + Git has been great for me.

inner swift
#

Shit interwebs will only make the initial cloning a pain in the arse

idle veldt
#

I think SVN is mentioned in official docs as suggested way of doing things but it is up to user to chose

lament hinge
#

hosting on my own machine is really not a valid option for me

inner swift
#

Perforce is the suggested UE4 method~

brittle raft
#

Perforce is definitely the reference for UE4, it's what Epic and most studios use

lament hinge
#

I think so yeah ^

brittle raft
#

Is SVN even supported in the editor ?

idle veldt
#

hmm interesting, I did found SVN

inner swift
#

Unreal Engine 4 comes with an integrated method that allows people to work together on their projects using version control software called Subversion or SVN for short. Version control allows users on your team to share assets and code with one another, as well as providing a backup and history of changes so any files can be rolled back to an earlier version if something went wrong with the file.

idle veldt
#

yup, got it working on my test project but I do use it outside UE, less pain

inner swift
#

Their documentation would suggest, yes, they do~

#

there's like 3 options not including do not use in the source control method list

#

Perforce, Git and something else

idle veldt
#

but you can setup it and link with UE so it displays all the fancy stuff

#

checkin checkout etc

inner swift
#

only thing I don't like about Git & UE4 is the requirement to close the editor, push & pull

#

otherwise shit gets messy

idle veldt
#

as I work alone I prefer to manage SVN outside of UE..

brittle raft
#

Anyway, on the VCS debate, my experience is that everyone has a different preference based on the company or personal workflow. Git is the most powerful for code, Perforce is the most powerful for assets, SVN is an average choice for both, and then the pricing & hosting options also make a difference depending on how you work. I'm a Git person these days, but the other two aren't anything to dismiss

idle veldt
#

^true that

brittle raft
#

Just use any VCS that you're comfortable with

inner swift
#

Git gets a bit more cumbersome on projects with bigger people for anything outside of code

#

mainly due to the drawback of, if you don't communicate properly you'll have two people on the same binary file

idle veldt
#

in tortoise I just love tagging in commits, it auto pickup function names, files, issue tracking, etc.. way more comfortable writing commits :]

inner swift
#

o_O gitkraken does that for me with Git. X3

idle veldt
#

I'm using gitkraken for pulling outside content in, it is very nice tool! using since early beta

brittle raft
#

Git for assets is definitely an issue when the team grows. Even as a hardcore Git user, it's pretty obvious

inner swift
#

yeah. :/

idle veldt
#

yup that's why I abandoned Git until it offers better control for binary stuff

#

it was pain in the ass and ate up space like mad

brittle raft
#

I ended up thinking Perforce is a pretty good "main VCS" for assets and compiled code for all of the team, with a separate Git repo for code. But it doesn't work for every project.

inner swift
#

from personal perspective, any team under 10 would be fine on Git, anything more and communication will be the achilles

brittle raft
#

It looks like Git LFS works decently with locks, but well

inner swift
#

would be a bit of a cumbersome experience

brittle raft
#

Locks are pretty much why Perforce works, tbh

inner swift
#

aye, but afaik, the locking in perforce is synchronous with actions, whereas in git you'dhave to perform the locking yourself

#

and does locking work across branches~?

brittle raft
#

Doesnn't UE4 lock automatically with Git ?

#

Also yeah, locks would be on the respective branch.

#

No reason a particular file on different branches is actually supposed to be the same.

inner swift
#

afaik, no; it doesn't~

#

and, our team just had one branch for the coders, and everyone else on the other one.

#

I'd like to think that the blueprint the coders are working on is the same as the one being placed by the other members.

#

although I'm not privy to the full workings of Git branches

brittle raft
#

That workflow is probably going to create issues no matter how you do version control, to be honest.

inner swift
#

worked fine for us~

brittle raft
#

The problem is, if you change a Blueprint separately on two branches (say master and dev), you're going to end up with a conflict. If you're using locks, you'll need to lock on the two branches

#

Which kind of makes the branch useless

inner swift
#

well, yeah. Except that the people placing the blueprint shouldn't be editing it.

brittle raft
#

Yeah. Just have to be aware of that.

inner swift
#

I can't help but think you had a paragraph of monumental size a mere minute ago. xD

#

but, yeah. we had a few issues of that where someone edited something they should'n't have

#

just ended up with their "changes" being overwritten

brittle raft
#

Kind of had an argument about whether the branch was useful at all in that context, but tbh it's all about binary objects sucking at version control ๐Ÿ˜ƒ

inner swift
#

tis also why I mentionmed earlier that after a certain size, communication is the achillies with Git. xD

#

It was useful for us

#

our Coding branch would have all the broken/buggy stuff, and would push what worked into the master.

#

might not be how it was intended to be used, but it sure as fewk made working on it easier for us. :p

brittle raft
#

Branches are powerful in Git because they can be merged and/or rebased, which is extremely helpful for developers, and I kind of hate the fact that Blueprint doesn't really work in that context. You can have branches, but you can only really overwrite files from the dev branch to the main branch

inner swift
#

yeah, if I remember right they were looking into making blueprints mergable

brittle raft
#

There is a merge tool, but no one wants to open the editor to have a graphical merge of every modified Blueprint just to rebase :/

inner swift
#

that'd piss me off. o_o

#

close the editor to do something, just to have to open it, close it again, do something else again, then open it again

brittle raft
#

We've been working on our project for close to 4 years now - every time we put information in a Blueprint / data asset, we kind of regretted it later on

inner swift
#

severe case of the shoulda-coulda-wouldas?

brittle raft
#

Not severe enough to actually rework it, but for example we moved our quest content from Blueprint to c++, and that's the kind of stuff I thought Blueprint would be goot at

#

I mean no writer wants to write C++ code

#

But storing years of text work in un-mergeable, un-diffable binary assets ? Nope ?

#

For my next project I'll definitely look at having a visual quest editor, that actually stores text data

inner swift
#

:p

#

brb, need a fresh cuppa and to scream at the sun for glaring all over my monitors. ๐Ÿ˜

brittle raft
#

See you soon

harsh pond
#

What's the suggested way to structure my project in source control?

#

Should I have separate repos for the engine and project? I suspect I'll need another one to store the asset sources.

haughty ember
#

@silverpower#4983 read pinned

#

But for Engine, you only need it if you're running source

#

If so, separate repos for Engine and Project should be fine

#

Assets are completely optional and there are plenty of other ways to handle that

#

Just depends on the VCS you're using also

indigo anvil
#

Hey guys, how are you all doing?
I was wondering if anyone here has any tips on setting up UE4 for a 2 person team? We've been using Dropbox/Synctoy to keep the project synced between both machines, it sounded like the good thing to do since we both work on very diferent things, there was no need for source control or file check out really. Problem is, sometimes when syncing data, UE4 thinks the files are new and it tries to recompile the .uasset files.
So I was wondering if it's worth investing the time in installing perforce and get a remote server to host our work. Anyone got any tips, links, etc?

molten marsh
#

@indigo anvil Check the pinned messages.

#

Perforce is great for small teams.

#

Free for up to 5 users (though you need to dig to find it)

#

You can host locally to save money and your mate just connects to you.

#

Or you can find an hosting solution.

indigo anvil
#

Oh, how can I check the pinned messages? Sorry dude, kinda new to discord.

#

yeah, I was looking into vultr

#

local server is not out of the picture too, I might look into that.

#

Do you need any linux knowledge? I wonder how complext the setup is.

molten marsh
#

Top right of Discord is an small Pin icon.

#

Each channel has its own Pinned Message list

indigo anvil
#

Oh, bam, found it! Thanks man

molten marsh
#

If you have an small amount of cash, say $500 you could put together an small local machine that you can use as an server.

#

Doesnt have to be powerful.

indigo anvil
#

yeah, I got a computer at home that's not being used actually.

#

Does the server machine requires UE4 to be installed?

molten marsh
#

No

#

It can be used to manage any type of software.

#

Correction, Data

indigo anvil
#

Alright, on it! Thanks for your help brother, really apreciated.

molten marsh
#

Good luck!

haughty ember
#

Vultr is awesome

#

Pretty much getting clients to get it everytime

#

Cant' be $10/month for a Perforce server

#

@indigo anvil You dont need to know mcuh about Linux

#

@burnt shadow has a pretty good guide on his site

#

Which I linked in pinned

#

I was able to follow it

#

But be warned, if using newer versions, some of stuff doesn't work

#

Like the damn bootwhatever

#

But Vultr never goes down

indigo anvil
#

That's awesome! What do you mean about it can't be the 10$ a month for perforce tho?

#

I just realized you probably meant beat

haughty ember
#

?

#

oh beat ya

winter hedge
#

Hmm.. if used git lfs, where the actual .uasset files are stored then? Is it seperate cloud where you purchase?

median heart
#

It's not really different from normal Git in that sense; you can still set up a remote repo wherever you feel like :)

wheat patrol
#

@indigo anvil If you donโ€™t mind using Git and want it hosted remotely, I use visual studio team services for my current project. Completely free and no storage cap. Youโ€™re going to need to manage it with a Git client though.

#

And side note, thanks for those cryengine texturing tutorials all those years ago. Really helped me when I was starting out :)Was great seeing you at Gnomon last year.

winter hedge
#

Hmm. So I stored my files in Github with LFS. Everything works fine when using the git-client. However, if I go to github.com, log in and download my project as ZIP. Everything is 1kt hmm

#

I installed git LFS and then added them to project. If i check files in git, it says something like

#

I mean, every file is 1kb size

indigo anvil
#

@wheat patrol thanks man! I actually spent all night trying to configure perforce/vultr and a few hickups aside, it was a sucess! Now I'm helping my programmer set up his client. So that all worked out.

prime hollow
#

cant package game in unreal

#

error line 5

#

any assistance are welcome

molten marsh
#

Posting the error log itself would be handy dont you think? Also i dont see how this relates to #source-control

#

@prime hollow

prime hollow
#

pure noob here

#

i actually have no idea on what i am doing!

#

can you tell me where to put the question exactly?

molten marsh
#

Post what screenshots about the issue you can in #ue4-general and we will see if we can get you back on track.

prime hollow
#

Awsome, i am verifing the integrity, will post one soon if it does not work! Thanks for the assistance

buoyant shale
#

quick question : is posible to use perforce with git to have free cloud?

glossy arrow
#

So, suggestions; what SC is usable for a broke teenager wanting to work in the same project with another artist

median heart
#

Another singular artist? Perforce is more than usable :p

winter bay
#

We use SVN without any issues for all our prototype projects

#

@Mr4Goosey

strong shale
#

Would source control help with materials/textures on models ? one guy making models but when he sends them the material slots have no textures and so require setting up, yet if he uses them the materials are done, what would be the most efficient way so that models are ready to use once sent ?
Many thanks in advance

summer lantern
#

source control might help, but it sounds more like your artist either isn't importing things properly or isn't sending you the right files

brittle raft
#

Source control is about tracking changes to files in a persistent way, with a history that you can roll back to, and concurrent users working on the project

summer lantern
#

whilst that's true about purpose - it does also ensure your files etc are all going in the right place, so it might actually help in this regard, since references should remain intact ๐Ÿ˜‰

brittle raft
#

Yeah

lost igloo
#

My friend isn't able to save files. We are using Perforce, he cant save anything or add anything

warped tundra
#

Sorry if this has been asked before but I've not been having any luck with searching for an answer. What's the intended workflow vis-a-vis upgrading the engine version of a project in source control?

smoky trench
#

@lost igloo Has he got source control setup in the editor? By default perforce marks files as read-only till they are checked out

lost igloo
#

I was told there is no need for source control in editor when we are just transfering files

#

checking out files inside of perforce

smoky trench
#

You can do that manually I guess but the editor will do it for you when ever you hit save (if you have source control setup in UE)

lost igloo
#

So if we both just connect it in editor

#

with our workspace

smoky trench
#

@warped tundra Sorry, do you mean upgrade the project to a new engine version or upgrade the engine to a new version? If it's the former I tend to do an on the spot upgrade. Then once all the files are fixed, I push the changes and tag/label it with the appropriate version.

#

@lost igloo Yup ๐Ÿ˜ƒ Can even submit in editor as well (tho I tend not too)

lost igloo
#

could you dm me

warped tundra
#

@smoky trench The former. That helps, thank you!

smoky trench
#

No worries!

lost igloo
#

1 file updated
3 files added
7 warnings reported
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\Assets\Generic_Scrap\Barrel\Materials\BarrelMat.uasset
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\houses\HouseSmall5.uasset
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\MapTile\Lochdell.umap
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\MapTile\output\output_x1_y2.umap
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\MapTile\output\output_x1_y2_BuiltData.uasset
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\MapTile\output\output_x1_y3.umap
Can't clobber writable file D:\Unreal Projects\Px\MyProject 4.18\Content\MapTile\output\output_x1_y3_BuiltData.uasset
p4 sync -f d:\Unreal Projects\Px\MyProject 4.18\Content\Assets\Generic_Scrap\Barrel\Materials\BarrelMat.uasset#head d:\Unreal Projects\Px\MyProject 4.18\Content\houses\HouseSmall5.uasset

#

Could anyone help

molten marsh
#

Try setting those files to ReadOnly

lost igloo
#

In perforce?

molten marsh
#

No the actual files on your computer

lost igloo
#

the errors above "Cant clobber etc" is from when he presses "Get Latest"

haughty ember
#

@lost igloo Do you have UE4 open when you Get Latest?

lost igloo
#

im guessing that was his problem

#

isnt getting errors now

#

thanks

haughty ember
#

@lost igloo no prob

inner linden
#

I'm dumb nvm

inner linden
#

Any ideas?

summer lantern
#

D:

wheat patrol
#

Your engine is too deep in folders. Windows before 10 anniversary update has a 256 character file path limit

#

Either that or epic unintentionally did that exact thing

vernal magnet
#

Hello there \o I have a quick question for anyone that has perforce successfully setup with UE 4.18.2 if someone has a few minutes

haughty ember
#

@vernal magnet Has nothing to do with UE version

#

So explain your issues

vernal magnet
#

Well i have everything set with AWS and Perforce, I have checked and rechecked everything but i get this error: https://gyazo.com/16082f17d908fd5823dd0e21fc7508c4

Any modifications to the Workspace results in the error that its an invalid workspace. I am completely new to Perforce mind you and I have been trying everything i can with any tutorials i could find of any relevance

#

the full path to the files locally is: C:\Users\Xxxxxx\Perforce\BNDTCG

#

but of course when putting that in with any slashes it gives the error of no "/" allowed

haughty ember
#

you are looking in the wrong place

#

look in P4V

#

and your Workspace settings

#

Show us that

vernal magnet
#

Sounds good, just waiting for a fresh carryover of the files and then I will as then the screen will not be half blanked out of fields

haughty ember
#

that's how mine looks like

vernal magnet
haughty ember
#

Hmm

#

I don't host on AWS, but on Assembla and Vultr

#

I doubt there's any real difference

vernal magnet
#

alrighty just wanted to make sure ^_^

haughty ember
#

hmm

#

why aren't you using depot?

#

and instead created that new depot

vernal magnet
#

honestly im not sure I follow. My apologies, very new to this >.<

haughty ember
#

@vernal magnet You were able to download from depot via P4V?

vernal magnet
#

oh! I was able to get latest via p4v yes

haughty ember
#

(the other things are just personal pref, keeps everything easy)

vernal magnet
#

(makes sense)

haughty ember
#

@vernal magnet Okay, so you have your settings correct in P4V if you were able to download

#

except...

#

you have some things on the depot

#

that should never have been put there

vernal magnet
#

oh.

haughty ember
#

saved and intermediate should never have been put on depot

#

and the newer version is as well

#

but I have others linked in Pinnned messages

#

But really, it's strange you didn't DL intermediate/saved

#

if they are in the Depot

vernal magnet
#

Yeah I tried using both of those, guides and still ended up with this lol

haughty ember
#

show me your workspace settings please

vernal magnet
#

I'm baffled where i went wrong

haughty ember
#

I mean, they look fine

#

you were able to DL latest

vernal magnet
#

not sure if this is what you wanted, sending via DM

haughty ember
#

k

#

also we need to check your host settings in editor

vernal magnet
#

Victor you are seriously my hero of the day, thanks for all your patience

haughty ember
#

Yeah no prob

soft river
#

Hey, would anyone know anything about getting a perforce server+client installed locally? I've been running into issues since a new update to perforce

vernal magnet
#

locally I couldn't figure it out, so i went with AWS, sorry I can't be of help on that one

molten marsh
#

@soft river How do you mean? You want an Server on your own Machine?

soft river
#

@molten marsh Thanks for replying. That's the video I was following but I ran into an issue where installing the client after the server would give me an error about DVCS and can't connect to the server locally

molten marsh
#

Did you follow it exactly? I know that there is an step where if you install part of it in the wrong order it does cause issues.

soft river
#

yeah I made sure not to install the command line until installing the client

soft river
#

Hm got it working on my end, hopefully I can talk someone into doing it remotely

#

Thanks for the suggestions @molten marsh

molten marsh
#

No worries

pearl wind
#

Does anybody have experience with maintaining a custom unreal build with a project?
Do you add it to the same repository/workspace or do you keep it in its own repo?

molten marsh
#

It would depend on if that build was going to be used specifically for 1 project or multiple.

#

If its custom for just an single project i throw it in the same Repo

pearl wind
#

currently for one only

lost igloo
haughty ember
#

@lost igloo don't worry about what it tells you

#

Tells

#

Only if at the end something is fucked up

#

But basically, either you asked for it

#

Or rename/move/fix up calls for it

#

I am sure there are other instances as well that I did not mention.

desert willow
#

ok someone help - my project is hostage to svn

#

trying to now just remove VisualSVN from what i'm working on and restart it.. hmm

haughty ember
#

Oh

#

So I just noticed something today, well. It was more of a complaint that I hadn't experienced until today anyway.

#

How many of you submit DefaultEditor.ini up to source control?

#

I always have, and it's never been an issue, but one of the other devs didn't like my arrows in BP, and a few other things. I actually really thought it always just did local changes since this was never brought to my attention before.

#

I think I'm about to squash it from my depot. But yeah, anyone else run into this ? And if so, how'd you resolve it? (Running Perforce, but that shouldn't matter)

fiery prism
#

pretty sure that's handled in EditorPerUserSettings or w/e

#

yarp

#

So like, stop pushing your /Saved/ directory

haughty ember
#

I never do

#

It's the /config folder

#

in main directory that he's complaining about

#

But I'm like... I don't know

fiery prism
#

So then make sure

[/Script/BlueprintGraph.BlueprintEditorSettings]
bDrawMidpointArrowsInBlueprints=True

isn't in DefaultEditor.ini

haughty ember
#

I've never heard of this before

fiery prism
#

should be in /Saved/Config/Windows/EditorPerProjectUserSettings.ini

haughty ember
#

Yeah that's what he's saying is causing all his issues...I"m like... no, never heard of this before

fiery prism
#

Very surprising that it'd end up in the Default configs

haughty ember
#

I'll have to test on my laptop later, since it's on another workspace anyway

fiery prism
#

But yeah, Default configs I've never seen not pushed.

haughty ember
#

If the changes persists...then blah

#

Not sure why they would

smoky trench
#

They will be saved to DefaultEditor if you hit the Set As Default button, outside of that I can't imagine how else it would get there

haughty ember
#

hmm

#

Wonder if someone else did that then. I know I didn't

haughty ember
#

Yeah so

#

I know I've said it before

#

But this is another reason to NOT use Assembla

smoky trench
#

Yeah we left when they wanted to charge us an additional fee for using perforce after we had already paid our yearly subscription

fiery prism
#

lol assembla

haughty ember
#

Aye

#

They were actually really good

#

Until they got greedy fast

fiery prism
#

How many people are on the team, jw

modern maple
#

Hello
I'm facing an issue .. using perforce .. posted on answerhub as well

#

let me know if you guys have any idea about it..

pliant linden
#

Hey guys, a question about building... how can I add in my commands that he also needs to build mapdata en lightning data?

turbid prism
#

anyone here using sourcetree with bitbucket and LFS and happen to know howcome my umap files always get added as a pointer (1kb)?

#

i got a .gitattributes file setup like this:

#

*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text

#

and the uasset files are not a problem

#

but the umap's keep fucking up

turbid prism
#

so frigging random... just added a new map, and this time it did get added correctly

#

still wondering if others have seen this issue before and know why that might have happened

haughty ember
#

Perforce for life

#

Never have to deal with those types of issues.

viral storm
#

Guys, i like Bitbucket a lot, but is it best for Unreal Engine projects? What do you recommend? Because i keep reading they have a soft limit of 1GB size per repo and a hard limit of 2GB at which point they block your pushes (only way to shrink it back is to clone it to another repo with a smaller size to begin with)

#

3D models, maps and textures take a few megs of space so is there a better way of keeping them in sync or how it's best recommended to work with an Unreal Project ? Only keep the source files on the repo and on premise backups of the game assets ?

thick bolt
#

Perforce

smoky trench
#

@viral storm If you're wanting to stick to git, then I'd recommend gitlab. 10GB storage on the free plan and has some nice task tracking features.

If you don't care about what VCS you use I would recommend perforce, as @thick bolt mentioned above.

wooden sinew
#

there is also vsts

viral storm
#

in the end, after reading about Perforce and watching some vids, i see that it's maybe the best option right now for GameDev but since i have to locally host the server and disk space i'll stick to bitbucket and maybe in the future go with Perforce once i have a stand alone server or NAS or something, thanks for the recommendations

haughty ember
#

Best Option Ever

#

Fact

#

@viral storm You don't have to locally host though

#

Plenty of cheap or even free options

#

I just listed the paid ones because they work the best imho

viral storm
#

ah so there are Perforce servers out there ? i didn't look to be honest

robust jacinth
#

Not a lot of Perforce hosting services out there that I know of, but there are some. I just run a Digital Ocean droplet with a P4 server installed to it. When I use it more, I'll enable DO backups. Right now it's got jack all really going on it.

haughty ember
#

The ONLY official Perforce Cloud Provider at this time...

#

Is freaking Aseembla

#

Which...I don't recommend for a million reasons

#

But like @robust jacinth said, you can just roll your own

#

Look at the pinned messages @viral storm

worn cedar
#

anyone experiencing editor crashes after exiting vr preview?

robust jacinth
#

@worn cedar Wrong channel

worn cedar
#

later i found the vr channel, im sorry, wont happen again

pine rock
#

hey folks, is it generally correct to ignore the .uproject file in source control?

smoky trench
#

Nope you definitely want it there, as it dictates what plugins and modules are active for the project

pine rock
#

okay gotcha, thanks

sand dagger
#

This might have been answered already but in terms of unreal compatibility and more user friendly which would you say unreal handles the project uploading and grabbing process SVN or Perforce? I've only used perforce generally with Unity and not sure about how friendly it is with unreal projects. Any unreal project i know lots of people used SVN. Any thought or opinions on this is greatly appreciated ๐Ÿ˜ƒ I aplogize if this had been answered already .

brittle raft
#

Perforce is the common choice

#

Git is the most common outside game dev

#

SVN is pretty rarer but it works well too

rough minnow
#

QTFTT

rotund eagle
#

has anyone had luck with jenkins automation when using pak chunk ids? for some reason if I build the project through the engine I end up with a 1.1GB pakchunk0, but when I do it through jenkins the pakchunk0 ends up with over 2.3GB+, when I unpacked the pak file, a lot of files with assigned ids for some reason ended up in the pakchunk0

obsidian thistle
#

Hello, I would like to know the advantage of digital ocean compare to other hosting service

#

I currently have a dedicated server with an i3 8gb ram from OVH

#

maybe overkill actually to simply have an apache server and perforce server

#

before we made some other stuff but actually nothing more that I listed earlier

jolly fog
#

Usually go with perforce but git is also a nifty tool hehehe

glossy arrow
#

So uh

#

Can someone explain to me how the heck I get a p4 server running?

#

Because while they say they are free for <6 people, I can't really figure out how I'm supposed to actually get it running

#

I've got p4v etc installed

robust jacinth
#

Any number of ways. You can run it as a service in Windows or a daemon in Linux or you can just run it as a process, plain old launching an executable.

glossy arrow
#

Just not very sure on how to get that server up

robust jacinth
#

P4V is not the server.

#

There are about 4 different executables/applications.

#

P4V is the Visual client

glossy arrow
#

Don't they offer free servers for teams smaller than 5?

#

I've figured that much out

#

I'm talking the actual server

robust jacinth
#

I know, you're responding while I'm explaining myself. ๐Ÿ˜›

#

P4D is the "daemon" or server process/service.

fiery prism
#

I mean its Sion. You're going to get a full explanation of the entire p4 suite in a verbose way.

#

y cut that off

robust jacinth
#

Plain old P4 is the command line client, as opposed to the visual client that's all GUI.

#

There are a few ways you can setup a server.

glossy arrow
#

First, quick answer: Can I get a p4 server running on their servers for free so I don't have to host myself?

robust jacinth
#

If you launch P4V, there's an option to initialize a personal server.

glossy arrow
#

That's the key thing here

robust jacinth
#

No

glossy arrow
#

There we go

#

That's where my confusion is coming from

#

Because that's the impression I got

robust jacinth
#

Sure, that wasn't clear to me.

#

I didn't realize you meant server as in a remote machine, rather than server as in the process/service.

glossy arrow
robust jacinth
#

Right, Perforce, the software, is free.

#

Having a remote machine ("server") running the software (also called a "server") is not free.

glossy arrow
#

Alrighty, that explains then

fiery prism
#

if you find somewhere willing to host your data and processes for free- I'd really question if you wanna use it.

glossy arrow
#

Guess free SC for a 7GB project isn't really reasonable?

#

Well

#

Microsoft smh

#

Unlimited git lfs for up to 5 peeps

fiery prism
#

yeah but you're not running stuff on there - that's what I mean.

#

Like I can use the same setup I'm using for p4 to also host my website.

glossy arrow
#

Yeah no I mean stuff like this

#

Which acts exclusively as a repo for my work

fiery prism
#

Although microsoft...

glossy arrow
#

I'm working with exactly one other person who happens to be 500km away

fiery prism
#

so you can't find something like that where its literally a free repo because its p4

glossy arrow
#

And p4 is different from git how?

robust jacinth
#

Different "paradigms" or "ideologies", approaches to how to version control.

#

P4 operates on "changelists"

#

Kind of like a commit, but entire files are "staged", not just parts of them

#

Also, P4 is centralized, not distributed.

#

Strictly speaking, there is no server for Git. Simply multiple repos that you choose to treat in a potentially centralized manner.

#

P4 doesn't do that. Your P4 repo exists on one central server. That server is authoritative.

#

If you're not connected, you can't do shit.

fiery prism
robust jacinth
#

In P4, you can "lock" a file so that no one else can edit it, whereas with Git you can't, because no one has any centralized authority.

fiery prism
#

So because p4 wants to make money and does licensing, that's part of why you don't see free p4 repo hosts in the same way you see free git repo hosts.

robust jacinth
#

Sort of indirectly, but yeah, true enough.

molten marsh
#

I dread the day Perforce removes their 5 free user policy ๐Ÿ˜ฆ

robust jacinth
#

Doubt they could do jack about people just not upgrading their server executables though.

#

Unless they made the server need to authenicate even the free for 5 users license.

molten marsh
#

Yeah good point. Still it would be sad, means Assembla has completely taken over and theres no hope for afordable use for indies.

robust jacinth
#

How much do they actually handle though? I mean, obviously more than a completely self-managed Digital Ocean droplet with P4 installed...

#

Buuut. IMO. Any indie is going to need to learn some real IT shit anyways.

#

That's one of the necessary hats and it is a heavy one. And not just so you can have your P4 server.

molten marsh
#

I dunno. Ive never dealt with Assembla and i never plan to. If an indie is serious about deving yeah for sure theres no way around that unless they pay for someone else to manage it.

robust jacinth
#

Aye. I mean in general though, on an indie budget and set of human resources, someone's got to be the "IT" guy.

molten marsh
#

Just an bunch of super ambitious artists if someone isnt technically capable to some degree haha.

dusk escarp
#

Perforce 5 free user? Why not just grab an old server build from when it used to be 20 free users. Perforce keeps all their old builds on their publicly accessible FTP

modern maple
#

now they offer 5user and 20 workspaces ...
if you really cant afford to buy, you can simply use different workspace with same username of different machine ...

#

on*\

#

and write the name in description , who made this change ... as username will be same .... just a workaround, not a good solution

#

@dusk escarp

molten marsh
#

@modern maple Yeah i use that trick sometimes.

modern maple
#

lol , everyone does ๐Ÿ˜„

karmic kraken
#

Our team uses Plastic SCM, and I personally love it

dusk escarp
#

@modern maple Yeah but you can always just grab an older server build from ftp://ftp.perforce.com/perforce and have 20 users with 20 workspaces. I did that since there wasn't a compelling reason to just get the latest and greatest, plus the new client Helix still interface with old servers

#

I was on a team that used 5 user 20 workspaces and that was just headaches, granted no one used descriptions ๐Ÿ˜›

haughty ember
#

@karmic kraken Yeah, I've used PlasticSCM also

#

I liked it

#

Some people are truly against it here though

#

I feel PlasticSCM is like a lovechild to Git/Perforce

robust jacinth
#

That sounds promising, when put that way, but I have no familiarity with it.

haughty ember
#

You should try it out if you get a chance @robust jacinth , it's not bad.

#

Also, they have their own cloud hosting

#

WHich I think I linked in pinned

#

Or you can set up your own servers.

#

There's a UE4 plugin by the same guy who's done the other Source Control plugins

trail sorrel
#

wjat sthis for

#

what's

#

this

#

wow

robust jacinth
#

Will check it out at some point, @haughty ember.

#

@trail sorrel I'd say read the channel description, pinned messages, or even Google "source control"

#

It's for questions and information related to source control software, also known as version control software.

#

It tracks versions or revisions of files. It's critical to software development.

#

Allows you to see how a file has changed over time, go back to a different revision of a file if it's broken, keep track of the most up to date revision of a file and distribute it to other team members from one central location, and such.

echo geyser
#

Guys is anyone here using a precommit hook along with UAT ?

dull current
#

is there any way to "undo" file revert in perforce?

#

like if I checkouted something, edited it and accidentaly reverted

robust jacinth
#

Nope, none whatsoever.

#

Revert is 100% destructive - once you revert a change, you're absolutely shit out of luck.

dull current
#

that's sound like a scs design issue

robust jacinth
#

Not really - that's true of any source control system.

#

You never submitted anything to anywhere.

#

It's not the versioning system's fault that you wanted to be able to go back to a version that you never formally gave it. :/

brittle raft
#

Not to mention most VCS have a non-destructive revert feature

#

Git has a "stash" feature that saves all changes to a file somewhere, and reverts the repository to the current commit

#

(stashes are exactly commits, except they're not added to the tree)

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Mercurial has "shelve"

robust jacinth
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Perforce does shelve.

brittle raft
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Pretty much every VCS has a tool like that ๐Ÿ˜ƒ

robust jacinth
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It let's you upload a revision to the server without actually committing it as a new revision.

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But again, ultimately, you have to actively decide to shelve a work in progress.

brittle raft
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Git stashes are local, so they're more like a dev tool - you'd use a branch to store changes remotely.

robust jacinth
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And unlike Git, you can't make an arbitrary local branch, commit your work in progress iteratively, and then merge the final completed work back in to the main branch.

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Or, I suppose it is technically possible, but it's really awkward to set up and not a great workflow overall - I never got that kind of workflow to function.

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That's not to say that Perforce doesn't support branching - it absolutely does. But branching is branching on the server, not just locally.

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You can't just branch locally and not end up creating a bunch of shit on the server.

brittle raft
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Git can also rebase that local branch to avoid merging, and squash your commits into one, and also pour you a cup of coffee over the network while cleaning your disk space

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But that's just Git being Git

robust jacinth
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Er, yeah, that. I'm not a Git guy, so my terminology was likely off.

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Rebase sounds right - means that when you push, it'll be as if you only ever made one commit, rather than the several work in progress ones?

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One commit inserted after the one you're "rebasing from"?

brittle raft
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Rebase moves the root of your branch to another commit

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Typically you'd rebase a dev branch so that your commits are cleanly inserted into the tree, rather than merging

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When multiple people work on the repo and everyone has a dev branch, it gets messy

proud shuttle
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HRrrnggg... The feeling when the P4 rightclickmenu moves just as you click check out and instead lands you on Remove from workspace....