#source-control
1 messages · Page 34 of 1
yeah I guess, for most projects it is more than neough
and you can always use more than one vs
I don't even know how much Perforce is charging these days
heh
seems it is individual price ;d
ok I found some info
500$ per person / year
but you can try to negotiate price
I'm fine with paid software in general, I do pay for Photoshop & VAX, I pay for Git hosting so I could pay for source control, but Perforce would need to have very accessible pricing and much better hosting options to convince me it's a valid option when Git exists and works better on source code
i just host Perforce server on Amazaon Lightsail
though I might change it to EC3 + s3 storage
EC2*
@brittle raft my main concern was about the engine source. For that Git is the only option really. And I do confirm Git behaves fine while clients (GUI alternatives) are chugging. So your advice is console only?
** PERFORCE + VULTR = LOVE **
I am going to get rid of Assembla soon, since their 10-dev is$490/month
When we can simply just buy out the perpetuals
and save our money
they are utter suck anyway
I am always having issues with their stuff and I always ahve to contact them to fix their crap
I mean, they just said they're talking about the UE4 repo itself... :p
I wish Perforce access to the repo were more open, but that's just not feasible unfortunately
shame helix cloud never went anywhere so all you have is assembla as their official cloud partner
and yeah, compared to just buying the license it's ridiculously expensive
but make sure you have a decent backup solution if you're managing it yourself
how does perforce licensing work?
is the server free?
and clients that cost money?
You buy per user
However it is free up to 5 users
Over 5 and you get an space limit
kl
I don't know much about source control, but I want to avoid the endless cicle of "copy the project and paste it to a pen, and then copy it again in another PC"
What's the best software to avoid this?
People usually talk about perforce, so I downloaded and installed it, but there's no exe or shortcut anywhere
Kinda lost rn
Yo
Gonna plug my write up
Game Dev Version Control Overview
@clear ravine Search your Programs for P4V
Which is the Perforce Visual Client
You also want to open P4D which is the Server program that enables you to create new Depots
Ad @molten marsh said, open P4V (and P4D if you want a server)
I can't find any p4v
P4.exe is the command line interface that you can only use in a command line
so you didn't install the GUI client
Helix Visual Client gives you visibility and control over your assets. Use the P4V download for time-lapse and revision views, insight into your project metadata, and a powerful GUI.
The GUI is called "P4V"
P4 is force Perforce
V for Visual I think
D for Daemon
did you enter message in the changelist description?
how much will perforce cost past the 5 users? dunno if I'm being blind but I can't find anything on their site
@dusk dove Their pricing is not public. You have to contact them for a quote. The latest quote I've seen for a small studio was about $40/month/user.
that's like suddenly almost $3000/year just because you added 1 more user
Yeah, but in theory if it ever saves you one person/month of work during that time then its paid for itself
Well first off, that information given is partially incorrect
That $45/user/month thing is Assembla
As for actual Perpetual Licenses from Perforce themselves, you will need to contact them directly, but last I heard it's hovering around the $450 mark per license. Down from roughly $750.
Smart choice is to get those Perpetual Licenses
Perpetual License meaning one-time-payment?
Because, if so, yeah, no, that. In a heart beat.
I know, so often, people are operating with a shoe string budget, but these are enterprise grade professional tools.
VAX is the case where I don't bother with the renewable license - I remember calculating out that it'd take like a decade to break even, so the inefficiency of not getting a renewable license is really marginal. Those Perforce licenses though? That's a pretty short break even point.
Yup. Even if you have to take out a small loan, it's worth it in the end.
Yeah. Never had to take out a business loan so I don't know what kind of interest rates and minimums they've got going on, but if you can get a small "small-business" loan with a decent interest rate? It's a no brainer; do the math, and save some cash.
Pricing for peforce is 420 usd per user per year. You can negotiate with them however. For our first year we managed to get 7 licenses for the price of 4.
Didnt realise they did a perpetual license @haughty ember
Yeah they do
I'm sure they don't tell people that though
Because why would they want people to save on money 😉
It's probably not $450 if they are doing $420/year then
Id be suprised if it included updates
TBH, don't know about the updates. I know we're looking into it after the game launches because the team size keeps growing and Assembla is stupid
Oath
New pet peeve, project lead putting feature requests into changelists on Perforce instead of emailing me.....
Good thing i read everything...

Yes lol along with his "changes"
Yeah its annoying lol
y u do dis
Ive given up enforcing good and proper changelist descriptions on this project.
No matter how many times i bring it up no one listens lol
Why must artists be so bad at Source Control 😃
me and u n chris should pair up with 3 artists to do sommething
Aye
Artists and sourcecontrol 
and the other is busy fulltime at avalalnch
Fair enough
fuck I'm buzzed
DM me this is a bit offtopic
For some reason i thought i remembered hearing/reading about hot reloading of assets somewhere for the newer (ue4.18/ue4.19). Am I imagining things? I've tried looking it up and could not find anything
Yo
I'm using perforce for the first time, and I'm not being able to Compile ( c++ project) in the editor, I get this error:
Okay, I got a denied access to Intermidate\Build\BuildRules\ProjectNameModuleRules.pdb
Anyone? QQ
@cedar prawn don't use asset hot reload
it just crashes the editor of silently corrupts data
hey a friend of mine is unable to connect through perforce, launching p4v just says "unable to connect to perforce:1666"
for some reason the original server address got replaced with "perforce:1666" but it doesnt give him the option to change it
fixed, had to do a full resintall
@clear ravine Perforce makes your local files ReadOnly. You need to make certain files Writeable in Workspace.
Checking them out? Or is there other option?
Google how to change filetype to be “Writeable in workspace”
But can you make your perforce server protec and defend with ssl?
I couldn’t resist the meme
if github doesn't support 100mb+ how do I make a branch of my project for someone
do they just deal with missing textures and stuff? or is it expected I send them the files over 100mb separately
If GitHub doesn't work for you, why not using Perforce?
@reef solar You need to use Git LFS for managing large binary files above 100MB. Git LFS allows files up to 2GB in size.
I'm not sending it through a local network @faint cairn
the client wants to add additional code to the project and mentioned making a branch on github but I've no experience with git
alright I'll check that out @neat grotto
I think I'll just send them the project files in a rar
there's a video file that's 2.7gb+
hey so unreal engine crashes when my friend tries to sync with perforce about half the time, any ideas why? it doesnt give us a bug report
it literally crashes every other sync
anyone have a source control where the other person can actually GET acces to the proejct?
everytime i make one, it says im missing the .dll and wont work
That most likely means they just need to build the project on their end.
You probably shouldn't be submitting binaries/intermediates to your source control anyways, since those can be generated on each local machine.
The one exception to that would be if you specifically wanted to distribute them to users such as artists, so that they don't have to build
Even in that situation, however, there are tools that are better for that than submitting them directly to source control.
(see: UnrealGameSync)
<_< when you need to contact your version control host because a new feature they implemented deleted all content from your hdd. (luckily it was backd up on their server but still)

does anyone use Mercurial for their VCS? i've been using hg+largefiles+phabricator for our setup for a few years, and am planning some UE4 experiments. wondering if folks have a good hgignore file to start from
Is it good to use the Unreal Projects folder as workspace on Perforce?
@jolly fog DigitalOcean
Thanks @robust jacinth I've been using Google Cloud, but we were hosting on Microsoft VM so it was costing a lot
Setting it up as Linux now so maybe that will be less expensive
I think Allar had a tutorial on setting up Perforce on DO, for what that's worth.
We're currently using Perforce, and generally are fine with it. One issue is that we have multiple developers working on core stuff like the Game Mode. How can we best keep 2 people working on the same game mode, when it's often checked out by someone for long periods of time? I've thought about duping the game mode and integrating some sort of crude selector, but at some point, work would need to be kind of surgically merged. Not fun.
If the game mode is code then there shouldn't be any issues
Since you can merge
Binary assets on the other hand are exclusively checked out and it's probably best to leave it that way because binary conflicts are a pain in the arse
If your game mode is a BP then you might want to make it a bit less monolithic and see what you can branch out to other actors or componentising parts of it
Hi, I'm very new to using Perforce as source control for Unreal and currently have a server working fine for one of our projects.
My question is, in the future if I wanted to use this same server to manage source control for multiple different projects, what might be the best way to set that up? Just so that we will check out only the relevant files and not also accidentally grab files from other projects off of the same server and/or spending extra time syncing whenever those other projects update as well?
Is making new streams the proper way to do this with one created for each project?
hey
congrats to me for setting up my perforce server
how do i check out the level blueprint? i have the settings to auto check-out when a file is modified
but when a modification is made in the level blueprint, the informative error says "unable to checkout".
@crude kite that's not what streams are for, a "stream" is perforcish for "branch"
you create a new depot for a different project if you're using stream depots
Someone can help me please ?
its either not running or you need to give the correct port
@pulsar parcel That's not quite right either.
You could have different streams per project.
Or different stream depots.
But ultimately, yes, @crude kite, you'll be creating a different stream per project.
having different projects as streams under the same stream depot must be the most counter-intuitive shit ever
But.... even if they do it in another depot... they're creating a new stream for that project.
It's just an addendum that you should probably do it under another stream depot.
Though that's not necessarily what you want to do. It's kind of a clusterfuck if you want to, say, version the engine and version a project in way that will track engine modifications for the projecct.
I've tried my hand at that a few times and its a pain. I don't entirely understand how Epic does it internally such that there's revision history across stream depots.
@pulsar parcel Thanks for the suggestions. We are using BP, and not code. We're training on C++, but not there yet. For the time being, it seems our only option is to attempt to break out functionality across different parts more intelligently. It's tricky, as we wanted all of a certain type of logic to live in the GameMode... but it's proving hard to split that work up across 2 people. so we'll have to get better at breaking things out of there.
@TTlaRage#1113 Make sure the port of your perforce server is open
How do you restore a workspace in p4v after reinstalling windows? Google is blocking me due to millions of people who somehow deleted the actual folder by mistake giving irrelevant results 🤷
Pretty sure you can just simply edit an existing workspace Hostname
you can login with no workspace, then edit your old workspace.
not sure if that's what's blocking you
@pulsar parcel @robust jacinth Thanks for the suggestions, I'll look into both ways and see which might best suit me
@queen night Are you using a remote or local server?
hey so I don't know anything about source control... i found the Unreal Documentation https://docs.unrealengine.com/en-us/Engine/Basics/SourceControl/Perforce
I want to set up Perforce on my own personal cloud storage . I have a Synology Diskstation
i was wondering if anyone here has alrady run this kind of set up?
I would like to hear horror story of people with >50GB git repo :p ... Or is that even possible?
I have heard on a forum that someone has a 300GB project on top of git-lfs however
Makes me wonder if we should switch back from Perforce to git
since there are more free option with git :-?. ..
I do wonder how one can use git-lfs for such a large project?... Woudlnt' merging be a nightmare? Or is there a way to structure Unreal such that it works well with git-lfs?
Anyone having a decent .p4ignore file willing to share?
@teal totem conflicts with binaries aren't really fun; that's why LFS supports file locking
If you make use of locking well, I don't see why Unreal would have any inherent issues with LFS that any other large project wouldn't.
That said, I've always just found Perforce to work much better than Git, even with LFS on.
You're not really going to find many free Git services that support LFS and large repos.
(though Git itself is free, so you can host it yourself for much cheaper than Perforce if you have more than 5 users)
@median heart From my investigation, for a team of less than 5 active programmer, there's https://www.visualstudio.com/team-services/git/ which offer unlimited LFS storage
Get more out of Git with our free private Git repository and social code collaboration. Easily branch and rebase with VSTS.
I will contemplate this as our team expand. Perforce trial is ending soon. So far, the "right" way to use Perforce doesn't seem to fit our team's mental model of rapid prototyping :\ ...
@teal totem I'm not sure you're going to find Git + LFS to be any better for that though. :X
Hmm, I suppose we'll need to learn more on how to architect Unreal. @robust jacinth Do you have any advice when it comes to rapid prototyping with Unreal? I'm looking for structure that allows team member to work on the same or different feature in parallel. Is there a structure that inherently encourage modularize the code base?
I'm planning to do something like this: Each developer work on their experimentation in their developer folder. Then, they copy it over into the appropriate final folder.
In Content, for each component, there would be a folder. For example, MonsterAI. Then, in MonsterAI, there would be all the BP, BB, textures, and any file related to it.
Would love to hear your advice and feedback on the setup above. Thanks in advance 😄
I mean, try to do your business logic in C++, for a myriad of reasons, but also because C++ source files can be merged, blueprints can't be (not easily).
And be smart about how you create your assets.
Don't have one big level, have one level with multiple sublevels, and people can check out the different sublevels and work on a set of things instead of locking the whole level.
Epic uses Perforce. Fortnite uses Perforce. We deal with contention of blueprint assets from time to time, for sure, but clearly we're able to support a live product on like half a dozen platforms with at least several dozen (maybe 100+?) people working simultaneously.
Monolithic assets aren't great. One giant data asset or table is problematic. Having one that references a few others? Great. Someone can check out one of those assets instead of the one huge asset. Where applicable.
@robust jacinth Thanks so much for the advice. I have another question. What is the best practice when it comes to structure a project initially? I.e, the folder structure of the project itself, such that we can have modular assets?
One of my prototype project got so many stuff lying around that, when I try to reorganize things at the end, there are a lot of reference that got dangling around or cannot be moved within Unreal for some weird reason :\ ...
That's an eternal struggle for anyone, ultimately.
So it came to me that it's better to nail down the project structure right from the start so that there's no future confusion as to what goes where.
I don't like organizing by asset type, I think organizing by purpose is generally more useful.
I've been learning from the Paragon assets where you would have each character in a separate folder, and all assets related to that character are stored there
IE: UI/Frontend/SomeParticularScreen/SomeSubSection/SomeWidget
Rather than Widgets/SomeScreen/SomeWidget and having to have Materials/SomeScreen/SomeMaterialUsedInThatWidget
Awesome, I also think that will make it easy to export the assets out of the prototype project
@robust jacinth Thanks a lot for sharing your tips 😄
NP
@median heart @teal totem I have been using VSTS with Git LFS and have only 3 people on my team ( including me ), it makes VSTS totally worth it for the free private unlimited LFS.
The next thing I need to test out is using Git LFS 2.0 File Locking, to help me and the other devs to not have issues when working in different feature branches from crushing each other's work on various uassets as they are all binary data.
git-lfs locking. here be dragons
of course now I remember, after manually deleting those messages, that we have a purge command with the bot
oh well
GGWP
Going to have to rephrase, that question doesn't really make sense and I'm not actually sure what it is you're really trying to ask.
GitHub is used as a repository so that other people can get access to your projects right
But when you update your project, or other people upload what they did to the repository from their end, does it automatically update the local files (the project on my computer) automatically?
@robust jacinth better?
Aye, that's clearer.
GitHub is a host for Git repos.
No repo is actually authoritative though.
What you have on your machine is also a repo.
Is it automatic or do I have to redownload the file everytime someone uploads
At best, what you do is, in practice, try to behave like the GitHub repo is the main one.
They are all otherwise disconnected though.
You have to actually use your Git client and tell it to check what the status of the GitHub repo is
Git works by "pushing" and "pulling" changes between repos, basically
I think that's... fetch? Something like that?
Which only updates your client's knowledge of what the GitHub repo looks like. You aren't actually getting any "updates" from it until you do a... what... a checkout?
You do changes on files, save changes in "commits" that are basically a list of changes you made, and "push" them onto a repo like Github. Then others "pull" your changes from the repo.
@brittle raft Would it be accurate to say that doing a "fetch" is like refreshing the web page, and doing a "checkout" is like downloading the files?
I’m using the git desktop application
You mean the GitHub client?
Fetch would be refreshing the status of remote repos, pull is updating your code with latest changes. Checkout is... Fairly specific, but you don't do that often.
Core Git actions are commit, push, pull
Oh, right, pull. Not to be confused with pull request... which is more like requesting that someone allow you to push... by having them pull what you've requested to push. Git is confusing to me.
Git is definitely one of the most complex (and probably the most powerful) version control software
Uhh sion*, the program is called GitHub desktop
@lucid chasm Git is a protocol, Github Desktop is one implementation of it. Not the best, maybe the easiest
The GitHub client is one of the worst pieces of software I've dealt with.
I'd drop it in a heartbeat and use SourceTree.
^
It's just another GUI client for Git.
But at least it's not nearly as awful at not choking on the sheer number of files in a UE4 repo.
I’ve learned to use git at the very beginning and I do not use any GUI for it. Command line is my only way to go... why make things simple when you can make them hard :p
Do yourself a favor and use svn or perforce
at least if you are making a fairly decent sized game with large binary files
@toxic spoke beside binary conflict, is there any other challenge your team has with git? I would love to see how you structure your project structure to avoid problems. Thanks in advance :)
@teal totem we don’t modify our structure at all. We do use a custom .gitignore file. The bulk of which is freely available on the web. We would run into binary conflict no matter the source control we used. There are some tools for diffing but they wouldn’t help in situations where modifications occur that are based on underlying dependencies. For example, if a class blueprint has a static mesh component and that mesh gets updated, the class blueprint would also show that it too was changed, which is correct. Currently there is no good way that we have come across to automatically determine these dependencies, therefore we have to be proactive. We are looking into Git LFS 2.0’s file locking and hand checked dependencies. I would like to have this dependency check handled via a script in the future.
how much storage does VSTS allow for free?
@west canyon free unlimited git lfs storage if your team is 5 people or less, it is an amazing deal.
wow...that is a fantastic deal. good enough for me to look at GIT again
GIT always seems to throw non devs for a loop
Agreed, luckily I am also doing the majority of the art, my career of 26 years of which 14 was purely on the art side. I can imagine Git feeling weird, but something like Github for Windows / Mac could help a bit, not really much worse then p4v.
Speaking of GitHub, their LFS pricing for private repos is beyond crazy. Their bandwidth pricing makes it super expensive, especially for more then developer. We used them for about 2 months, but were locked down because we blew through our bandwidth allocation in less then a week. VSTS was an amazing option for us. We also moved off JIRA and switched to using VSTS for everything.
Do they have something similar to JIRA for bug tracking?
@west canyon yes an entire systems based on Agile ( similar to JIRA ). It works pretty well and integrates well with VSTS Git.
VSTS also has a pretty good CI system as well.
Perforce FTW
just use the shell extensions for git, gitext or tortoisegit
Sourcetree is fine
It's free, it has most features you could need
It's a bit slow at times
CLI is best for git but the problem is artists, only reason to use perforce
They just struggle
Most can learn though and the ones who can't generally fall short in other areas too
GitKraken is pretty good
I have an issue with perforce where aborted submits would consume diskspace on the server. Anyone knows how to get this cleaned out?
👍 for GitKraken~ Sourcetree was a nightmare
👍 for GitKraken here as well
Yeah, Sourcetree's biggest problem is that it's slow
Kraken is worse
imho
Then again whatever UI works for you is fine with Git, people have different expectations
Personally, given the minimal interactions I had with any UI, I didn't see a problem with their speed. 🤔
Source tree is okay if you know what you're doing, otherwise be prepared to have team members crying every 30 minutes because it throws a hissy
but, yeh. ^ what he said~ given you don't need the entire team to be on the same UI, just use what works for you
has anyone used Git Fusion with unreal? my issue tracker has some neat git integration and up until now I've only been using Perforce. I'm not exactly sure how it works but just wondering if anyone has any experience with it.
ive managed to crash both sourcetree and gitkraken on my project
when i tried to use git for the whole project (with lfs)
so i now just use perforce
git is great for code, but in binary files it chokes to death super fast
Wish there was a combination of the binary support of perforce with the code support of git, the dream
PlasticSCM
but dunno very few people use it
and those who used it on big projects are not happy with it
OK so I'm not necessarily new to c++ but I am new to the vastness of the engine itself. Upon compiling it was 45gb. Before that it was 70. Anyway to slim it down?
what is a workspace in perforce? the docs aren't making any sense
A full version of Helix Core is free for up to 5 users and 20 workspaces
oh
how easy is it to get started with perforce?
I found a "fundamentals" guide in their docs for setting up a server but it's 300 pages long, wat
if you just want something to work but you don't know how to maintain it, its pretty easy
allar did up a guide using Ubuntu 14
but it isn't too complex to do manually either
what're you wanting to run it on?
just a random vps on linode or digitalocean
I don't necessarily "want" to use it at all
but the git lfs thing
🔫
@fiery prism https://allarsblog.com/2014/09/24/setup-perforce-digital/ you mean this guide?
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into...
perforce is quite strange
why is "reconcile offline work" even a thing that exists
can't it just pick up local changes automatically like git ??
just seems strange that you gotta click that button every single time after you changed source code
unless I'm doing it wrong by setting source code to text+w and working with it normally?
don't need that check out/check in nonsense for mergable files
if you add/checkout as you go, (don't use this) like with p4vs or a custom script (like I have for dopus) you don't have to.
but reconcile is now a part of my daily workflow
so far it feels like this is better than git in some ways and worse in others
is there some way to make things hidden by .p4ignore not show up in the gui?
I have all this clutter in here now
I'm used to a view that only shows currently changed files
tfw my engine is rebuilding for some unknown reason
Hello guys I have a problem with texture streaming pool size.
I know that in source control I can make it bigger but it does not save.
Everytime I open the editor its again on wrong value.
So how can I fix this?
Anyone used Assembla who could give it some critic? UE4spring jam is giving out some free Assembla perforce stuff, but I saw on the pinned post here that they are "Not Recommended"
@teal totem Ask @haughty ember he loves Assembla
@molten marsh I thought he didn't recommend it in the post he pinned?
Or was that sarcasm derp
:p
I was being sarcastic
lol
Perforce is free up to 5 users, if you dont have more than that, i wouldnt bother with Assembla at all
Its wildly expensive
And also even if you have more than 5, from what I hear you should not use assembla
(and I myself have never had assembla work out)
So I'm having a problem right now with the Perforce server
for some reason it's giving me this error:
p4 login
Perforce client error:
Connect to server failed; check $P4PORT.
connect: 127.0.0.1:1666: Connection refused
I have set the environment variable for P4PORT and all the required one
but it's showing that 😦
Also tried running:
p4 admin restart
Perforce client error:
Connect to server failed; check $P4PORT.
connect: 127.0.0.1:1666: Connection refused
@teal totem Are you sure that is the server's IP address? That looks like a gateway/router IP
127.0.0.1 just looks like a loopback (localhost) address to me.
True that
If they were hosting the server locally, that would be correct, but I have an inkling their server isn't actually running, haha
@median heart @smoky trench : Yeah I'm running it locally to test
and the server is running, as I could run as the perforce user to list the instances
@teal totem Anything in the server's log file that could indicate something was wrong?
I restarted it a couple of time and it still doing that :\
I think I will just nuke this instance and try again
Usually perforce will auto login but it no longer does, the KB article is useless, lot of steps I've never had to do and auto login always worked 😐
Don't want it to prompt for pw every time
That's just changing it to a ticket based approach and tweaking the ticket expiry time right?
We just set up localization, and it works just fine after Gather/Compile/Submit to Source control. But after someone else gets the changes, or I restart my editor, "FindTextinLocalizationTable" returns false, and I have to Gather/Compile etc again
@broken loom @smoky trench Yes, afaik it's a Server setting
The Password Security Level
Yeah, all doable via P4Admin
Highest rank is that the ticket resets after 24h
I always use that, cause we have multiple people working on the project and I don't want third party people to be able to just open their P4V and have access
Ah I see, thanks guys
does p4v randomly freeze for anyone else
if I leave it open for a few hours it's usually dead when I get back
@dusk dove join the club, I experience those issues also
Hi there! We will reach our repository size limit on gitlab (10gb) soon. What is the best and fastest way to increase the limit? We're running out of time soon, so hosting the repository on an own server can't be the solution. Anyone faced the same problem? We would love to hear your expierences...
Go to Github and buy LFS storage
Other option is to use something like Git BFG on a repo copy and force push it to Gitlab
BFG is able to do aggressive cleaning, it's capable of rewriting the entire history to purge even the past of files
Obviously since it's capable of erasing the history of a file's existence, you need to be fluent in Git to use it
@stuck wyvern UGS is great.
We rely on it heavily internally.
Of course, it is tailored for internal use.
Should I have a p4ignore file for perforce and is there a good guide on how to set that up on an existing project that's already on Perforce?
p4ignore is client side only, setting one up isnt different for an existing project.
@molten marsh oh will perforce smartly remove and chuncate all the files that was previously not ignored?
I'm having some trouble with the source code
is it possible to upload a file separate from the EU project
https://gyazo.com/de6e231f3695da8bae80e1ef83f68769
the 'other things' file
well how are you adding it?
you also seem to be missing a .gitignore so that project is questionable in general
show up where?
On the gitkraken
any reason i cant see my fork?
ohh
figured this was the best place to ask
how to I transfer an engine build from one machine to another?
I have a zipped version of 4.19, I tried extracting it into the directory the launcher uses to find engine builds
but it isnt recognizing it
right now it will launch via ue4editor.exe in the directory but isnt recognised in the launcher
when I click install it says the folder must be empty so wont recognise the build
well I started an install, moved the files in now its verifying but if you have no connection theres no way for the launcher to migrate the files
don't know in which chat I've to put it so I'll ask here - if I want to add some package like Open World Demo collection to a separate build of the engine (in this case VXGI build) can I add assets through the launcher or is there a better way?
you could try to migrate the assets via the editor
there a simple way to get rid of https://i.imgur.com/sQmg2I0.png ? shared data cache is useless since we're working over internet
UGS ? what is it ?
Unreal Game Sync
Utility for syncing from Perforce, but also automatically downloading pre-built binaries from a network location.
Mostly beneficial for artists, but all the other info it can show if you put in the work to support it is also super handy.
boy i'm getting a lot of github SSL errors lately
whats this red X mean?
also thought id share this here
weird. online resources list every other icon but this one. it means, marked for delete as i found by looking in my p4 window and hovering over the blueprint in question.
i didnt mark it for delete. I just renamed a BP and for some reason, it gets marked for delete. and it looks like i cant mark it for add, or undo.
...
Renames = Redirectors
Not BPs
Same for Moves
If there is a BP that is marked for delete in editor, it's because you marked/requested it so
Not saying there couldn't be a bug, but it's unlikely
Today I learned Perforce can do a particular brand of silly garbage.
I couldn't unshelve from a stream to another indirectly related stream. Had to use a branch mapping.
But I fucked up the branch mapping like so:
//Foo/A... //Foo/B/... Notice lack of trailing / after A.
Which resulted in unshelving files from A to B... with an extra /
So //Foo/A/SomeFile became //Foo/B//SomeFile
And did Perforce explode on this double slash nonesense?
NOPE
It blasted out the actual file on disk in my workspace. And then decided that I was creating a new file and adding it.
So that Perforce believed //Foo/B//SomeFile and //Foo/B/SomeFile were two different things.
GG, Perforce. GG
Really? Because mine just starting not being able to count either.
I half like half a dozen files that are like revision 15/2
And everything is busted and I'm getting nothing done, fighting with Perforce all day instead.
git is completely useless for working on an unreal project with multiple people though
not using locks isn't an option, using locks is unacceptably slow
p4 is more complicated to set up properly (you'll have to take care of setting up the server, backups automation, etc) but it is worth it
it is only worth it up to 5 users though
then you'll need to start making people share them
since it can do 20 workspaces in total
@loud fossil Not a choice, can't exactly tell Epic to change providers, but I prefer Perforce anyways. It may be shit in a lot of ways, but it still beats everything else.
(this is the current status of most "standard" software)
I am setting up Stv
SO what to click when I download it
go on project files and?
import it?
pls mention if you know
@robust jacinth do you maybe know?
Svn not stv
I spelled wrong
Haven't used SVN in forever.
I can think of someone using svn, but that doesn't mean they're doing anything right =D
interesting
didn't know it could show that
also never did before
is it a setting I accidentally turned on?
It shows you everything you need to
No, you just haven't seen it before because you just didn't
well not having the latest version of something happens pretty often though
Guys can anyone help me?
so if it always did this I would have seen it before
How do i drag select inside UE3?
is there a fix for perforce logins expiring a fixed time after login instead of after inactivity?
every time this happens the editor pulls this "unable to save" bullshit and I have to restart to get things to work again
@dusk dove this is something you change in perforce itself and nothing to do with unreal. You can set the login valid time to any value using the administration tool if you have the rights
yeah, but seemingly it can only do a fixed timeout from the login
which is very strange because that isn't how anyone would want it to work
so regardless of what you set that to it will eventually randomly log you out in the middle of doing a thing
perforce locks the files independently of ue4.
We have ours set to 7 days
and there is no timeout issues on saving content
What app is best for setting up for team to make on 1 project?
pls mention if you know
perforce is the standard answer, the rest (like all of them) don't work
Is tortoiseGit good because you will need to pay preforce later
git does have the advantage of being free, and free to scale
but perforce is good for larger teams, and managing assets
they're both free to start with though, so see what works
One of my jam teammates broke our skeleton and therefore all of the animations. I've gotten the earlier file revision but it won't let me submit that older revision even though I've checked it out.
Merge/integrate still won't work even though I add -f which is supposed to force it anyway
What do I do?
"still won't work" - meaning?
"Doesn't work" continues to be the least useful observation one can provide when fixing a problem.
Yeah you're right
Just frustrated, is all
I tried to single out specific files' earlier revisions but it just refuses to allow me to submit the changes because they're not the latest revisions.
Trying to merge/integrate fails even with -f added for the same reason. It's incredibly frustrating
git so complicated
git = the worst
fixing your sillies is definitely easier with git than perforce
sillies?
whoops I removed the shelf that contains my work before making extra double sure the files weren't invisibly destroyed
My favorite was when I tried to unshelve in Perforce, it failed, but it still deleted the shelved files.
GG, P4V.
Maybe enforce atomic behavior, yeah?
Hi, I'm sort of confused with the Perforce services. I've worked with GitHub previously and I was thinking that maybe the Helix Teamhub works somewhat similarly, but there are no tutorials to setting up an UE4 project with the Teamhub. So, I assume I've misunderstood something.
We started a little project, but I'm not yet sure how serious we are about it, so I'd rather not throw any cash around just yet. Is there a version control service for a small team that...
- gets the job done
- is free
- doesn't require you owning a server
Perforce is free for up to 5 users, if you didnt realise?
Ok, but Perforce requires a server.
Just use Git then if your comfortable with it.
Either that or just buy an $200 Server off Ebay.
Doesnt need to be powerful
I don't have that kinda money to put on a thing that might be used for a week and never again.
You can host it on your own Computer
Id do that, especially if your not 100% sure your going to need it as you said.
No worries.
Or you can get a free tier on AWS to host your server
What restrictions apply?
Perforce + Vultr = Win
Why Vultr over DO? Quick Google search suggests Vultr's a host.
aws is reliable, if you’re going for cheapest use scaleway and be in eu
Anyone have suggestions about source control? I set this project up originally with git and using bitbucket to host, but as the PRs started rolling in between me and my friends I noticed that handling "merge conflicts" in the bin files was impossible. IE if we both edited the same map.. and that I had to choose one or the other. This is pretty unfortunate if we are maybe working on 3 different character classes who are all "enum" types of the main thirdPersonCharacter class we can't really merge the features together?
so far I've just been doing git merge -X theirs <branchname> into master and just trying to not edit the same stuff at the same time.
the solution for that is using locks
git lfs can do locks
unfortunately git lfs locks are unusable slow garbage, so the only real solution is switching to perforce
Perforce is life, perforce is love
or just communicating with your team what files you'll be working with and handling any merge conflicts manually IE choosing one or the other
I'm super familiar with git and so are they so I guess we'll stick to this since the solution is file locks either way IE no way for people to concurrently work on the same thing until the other changes are merged to master / the working branch.
or just communicating with your team what files you'll be working with
we tried this at first
it really does not work as well as it sounds
especially since unreal likes randomly modifying things that reference the thing you are modifying sometimes
and in that case choosing one or the other may leave you with inexplicably broken things that worked just fine before
@dusk dove how hard was it to migrate to perforce after you already had a partial VC history in git?
I left the git repo where it was in case anyone ever needs to explore that history again, then just submitted the current state to the new perforce depot
aight I figured that may be the case. Thanks for the iinfo will discuss with the team about what they think is best... probably will be less work for me in the long run since I'm the one who is doing all the merge conflict resolution currently
took about one day to get the perforce server set up and figure out how to use it
it runs just fine on a $10 linode vps
though perforce is only an option if you have
a) no more than 5 developers or
b) a ridiculous amount of spare money
lol aight
appearantly it would cost $3000 / year if we needed 6 users 🤷
uh no thanks lol this is a free hobby proj
it's free for 5 users
I do have 6 "developers" while really I have probably 2 developers the rest are learning through us experienced ones lol
maybe 2 of them are comfortable sharing a user
possible yea I'll do some more google and research so you don't have to answer any more already answered questions xD
thanks for the info
yep
thats to be expected tho
how are you going to algorithimacally handle binary conflicts
so far I found source code in perforce is much less worse than the binary files are better with instant locks
so in the end it is worth it
for example
this happens if you try using the git lfs locks in the editor
the video is real time
meanwhile in perforce this is done in like
less time than it took for me to write these messages
Yea I am using terminal based git though
so it isn't taking nearly as long
Process is like this
just was having to do git merge -X theirs <branchname>
in this process nothing has broke so far after a week, but I was definitely worried about it in the long run hence why I jumped in here
and sadly have to close unreal everytime I want to actually commit -> PR -> merge -> then branch new feature... due to the autosaving
pr/merge workflow is pretty useless with unmergable binaries
also I'm seeing a lot of stuff in your git log that shouldn't be there https://i.imgur.com/FcxV324.png
you should be using a gitignore similar to this one to remove all the intermediate files
# Ignore VS stuff
.vs/
Brickadia.sln
# Ignore generated folders
Binaries/*
Build/*
Intermediate/*
DerivedDataCache/*
Saved/*
# Ignore the same things for plugins
Plugins/**/Binaries/*
Plugins/**/Build/*
Plugins/**/Intermediate/*
Plugins/**/DerivedDataCache/*
Plugins/**/Saved/*
# Don't ignore icon files in Build
!Build/Linux
!Build/Windows
# Ignore lightmaps
*_BuiltData.uasset
unless you already have, haven't used cmd line git in ages
@dusk dove cool thanks for the gitignore template.. I assumed that alot of those files were ignorable but considering its like my first week in unreal dev I wasn't about to assume yet. Figured I'd learn it as I went
completely opposite
lfs file locking is worthless
perforce is instant and reliable
I only tried on one server, but considering the lfs dev didn't immediately say it was my servers fault when I reported the problem, I assume it's just slow in general
I'm just starting ue4 could somoene advice as to which source-control to invest in? I have a student git and svn account.. is perforce better for ue4? Thanks!
Perforce is the de facto standard with UE4.
It's what we use at Epic and I don't know any studios that don't use Perforce.
ok thank you!
Is it normal when doing a fix redirectors in unreal for git to show the files being removed
if you accidently pushed the redirectors yeah
i didn't push or commit, just saw them as - in my sourcetree view
but that helps thanks 😃
Anyone ever see this issue before? https://github.com/SRombauts/UE4GitPlugin/issues/74
am pretty sure it's something specific with my environment
@dusk dove I learned a couple of game jams ago that you can have everybody on your team using the same username and still be fine. Just make sure everyone has their own workspaces.
e
lol
I can only imagine this has been brought up a number of times, but has anyone here had good luck with .uasset locking when working in a team working with Git LFS?
The main problem we run into is that for example, if we have a TileBP that is the parent of other blueprints, if we make a change to TileBP, it seems to want to mark all children as changed, even though it really shouldn’t have, unless there is some compiling going on in the .uasset files for the children blueprints. They should just store a ref to their parent. The problem is if a user wants to change the TileBP parent, then he also would have to lock all the of the children BPs
@toxic spoke pretty sure that's intended behavior for all source control. It is for Perforce anyway
I'd you make a change to Parent, all children need to know about it.
As such, all BPs need saving and checking out
Not necessarily.
It's kind of iffy.
I think with data-only blueprints you can get away without it.
I really wish they didn’t drop off text based .uassets off the road map
Would help a lot
Depending on what is inside the child BP in relation to the parent, it could easily be thwarted by silly stuff, for example, a hash of the parent, a time stamp for the parent, using the string name as opposed to an opaque identifier of the parent.
@toxic spoke It's a really, really, really non-trivial thing to do. :X
I totally get that, but it would be great to have.
Don't have to tell me. Been living in merge hell.
Hehe, yea, its nuts to think that changing a material used by a mesh in a blueprint, could effect that blueprint’s children, and suddenly I have to commit 70 files instead of 1 or 2
I'm seeing tons of text asset changes in that new dev-core branch
Oh?
so at least someone is actively working on it
that does not make them mergable though
a text representation of a blueprint graph is as useless as a binary one in that regard
and attempting to auto merge it will just result in garbage
I talked to one of the engineers of the Decima engine, and what their concept of a prefab looked like
It sounded pretty smart and of course was text based
Yes
text does make most things easier
I am less interested in the merging of 2 blueprints, but I want to decouple non meaningful changes from exploding what has to be committed
Be back in a bit
tho it's hard to judge how far along they are from those commits
@river tinsel Would love to know how that will work out.
I'd love for data asset types to be text
you can enable experimental text assets in editor settings
but I haven't tried personally
Hey everyone one of my team mates made a mistake and uploaded a bunch of files he wasn;t supposed to onto source control and now whenever i get latest it puts in his login information on my computer does anyone know what file I would need to revert to fix this issue
nevermind i figured it out he pushed the saved folder so i just deleted all that information from source control
are you using perforce?
then you should set up a p4ignore to prevent accidentally doing that
Has anyone had a windows update in the past couple of days that stopped Perforce services from starting?
perforce has services? 🤔
well A service. it starts up fine but its set to auto and isnt auto
win 10 with active internet connection and windows updates turned on, on a dev machine?
same here. but with win 7 😄
@river tinsel
@river tinsel Let me know if you have had a chance to try to text assets, or what they possibly cover
@river tinsel Did you mean this commit: https://github.com/EpicGames/UnrealEngine/commit/138d3e58cc91c7ee39d4fa890bb78ef659180f1e
@river tinsel or was there some other commits or PRs that you had seen?
no, we are talking about this branch https://github.com/EpicGames/UnrealEngine/commits/dev-core
which has tons of "TBA" commits
there was also a big merge with tons more just before it started getting mirrored
Ah the one i linked was one of the 4 I see there
Cool, I hope it leads to somehting
something
it'll probably lead to potentially having 2 files for each asset
a .uasset that contains all text serializable properties and a .ubulk next to it that contains stuff like meshes and textures
That would be nice
How do you guys go about working with a team? I'm using a source built engine and am not quite sure what needs to be shared between the team members. Would I include the sourcebuilt engine in the repo or should each team member build it themselves?
all the code team can build it themselves. bp only people and artists can just use bins
you probably wanna only store one version of bins, and maybe not even in VCS
What do you mean by bins?
binaries
.exe, .dll, etc
submitting engine binaries is not practical if you don't have everyone in the same office with gigabit connection to the vcs server
Okay thanks
hey guys
when you would push something on the source control
would what you were working on get erased and replaced?
or would it get updated (add the new stuff without erasing yours
it will update without erasing if its code/text, binaries (everything else) will conflict, and ask if you want to replace and erase or ignore
Thanks
Do I need to "rebuild" after enabling new plugins?
Started getting this after enabling a certain plug
I did 'Build' and all succeeded
@willow crescent do you build in unreal or vs?
whenever i add a new code plugin to my plugins folder, i usually gen project files again and build the game project
hey guys, me and a friend are using the gitkracken for a source control and a gitlab as a repository and since i made it, i can push sucesfully, though when he pushed, he gets an error (failed to push/failed to recieve line) , but when he signs in with my gitlab account on gt kracken, it works.
any ideas?
his account is added and has developer permissions
Anyone know if problems come up if your using source control@and say well let me change up and organize folder structure and commit. And other person updates. Does it just basicallly add and remove things or match?
they would need to do some kind of merge I think. It would cause all kinds of issues as they would essentially have to reconcile offline work into what is essentially a new structure.
We’re using visualsvn server and tortois
Aha ok
Well generally be doing the updates in editor but sometimes those pesky folders are still there empty :/
Could be a source control question but check #ue4-general around this time stamp
Does anyone know why our project's DefaultEngine.ini always remains Checked-out ?! I'm using SVN and after updates to newest revision it says it's fine and updated but still only the DefaultEngine file remains red (checked-out)
(Re: 1 computer to rule them all) I use my 10 year old ubuntu laptop as my Perforce server, game server, VOIP server, etc, and I've never had problems with it personally.
hello
My GitHub is driving me crazy
every time I try to publish my repository the GitHub says: The Remote Disconected"
How can I fix this?]
Please
someone help me!
PLEASE!
Try google?
I've already done this
but I didn't find anything helpful
every solution I've found didn't help me
I did a google search and it says main reason this occurs is because of an timeout due to file sizes being to big
Check the logs
Search for the word “error”
Use google properly
Now when I try to add a Local Repository
the github is grabing the "User" folder
is grabing "C:\Users\ivani" folder (ivani is the PC user)
Hi peeps!
Anyone who has set up Perforce before could help me out a little bit? We've got a whole cloud solution and a GitLab running for code based projects, but we would like to have our own Perforce Server as well, as it'd be easier for the artists and designers to use. Installing helix-p4d (Debian 9) worked just fine, however when trying to push files to the server, we're running into issues. Namely it's telling that the "mkdir" command failed, due to permission errors. The server root is located on a RAID5 system, and it's owned by perforce:perforce, and trying with separate p4v admin accounts, or the default user that the config creates are not working at all. Anyone had a similar issue before and could fix it anyhow? (+w was tried for the depots and still no luck)
Hi
My GitHub is getting this error: batch response: Git LFS is disabled for this repository
I've already set up Git LFS
How can I fix this?
Please don't beg. You've posted. If people are seeing it, they're either going to help because they can and want to, or they won't because can't or don't want to.
well just go in your game mode and fix the path
it clearly tells you where the issue occured
Hey
I have another problem
When I try to install Git LFS, It says: Error: Failed to call git rev-parse --git-dir --show-toplevel: "fatal: not a git repository (or any of the parent directories): .git\n"
How can I fix this?
I want to change my Default Pawn Class
but I don't see it in DefaultEngine.ini either
if that is a cpp gamemode then you can either set it manually in its constructor, or derive a blueprint class from it and set it in its defaults
Hey guys, quick question. What files inside the Binaries is absolutely needed to send some one a pre-compiled copy of a project?
I believe I just need the UE4-MyProject.dll, but there are actually a lot of them. UE4-MyProject-177.dll, UE4-MyProject-288.dll, 352, 836, 1068, etc, etc, etc
The ones with the numbers on the end are Hot Reload .dlls
You need to recompile from VS
They should NOT be distributed
They should also never go onto source control
Also do an fresh compile in VS before committing to SC
Ahhhh
so can I skip sending the source if I have the binaries pre-compiled?
I'm going to do it anyways, but just curious
ok, I have created a git something through the engine
there is a git folder in my project folder
And I want to upload to VSTS.
git remote add origin https://name.visualstudio.com/nameheret/_git/StealthProject
git push -u origin --all
and this is what VSTS tells me to write to cmd
but git doesn't know which folder i want to upload
and i get this error
No refs in common and none specified; doing nothing.
Perhaps you should specify a branch such as 'master'.
@rough wadi my guess is your p4 process is running under a user different than perforce:perforce
I do have a similar setup (minus the raid5 filesystem), let me know which user runs your p4 process and I'll try to help you out 😃
That sounds pretty plausible. Ill check it out when i get back to the office. Thank you!
question - i'm tryign to adapt to GIT workflow (CLI)
i have untracked and modified files
i do git add -u and it does my modified files fine
but what do i do to add untracked files (new files to the tracked directories)
git add {filename}
git add . // Adds all files
Anyone using Perforce?
After windows 10 update, I can't connect to my server. Wondering if anyone has the same problem
am using perforce, windows is updated and it works fine
well thats annoying
Microsoft said to acquire Github.. will Epic move to something else?
when simplygon was acquired by MS they wrote a replacement
probabaly because simplygon was going nowhere for a while
Microsoft will aquire gitHub simply because they are their biggest client
GitHub will be fine
And Epic doesn't depend on them
It's just a hosting service
Simplygon was replaced because that was actually inside the shipping executables of your game
simplygon only ever ran in the editor though
sure about that?
Yeah, that's true
ye/ye, ps: not the easiest, take a while
Very good and probably unmatched for assets / content, yes
Less than stellar for code
It’s a blueprint project so I’m hoping it works well for this kind of project
I also saw it’s free for 5 users
thanks man
Forgive me for the probably stupid question, but, where do people generally store their asset sources (eg. .blend files, psds, etc.) it seems like the Content folder is only for actual UE Assets.
@surreal snow that's mostly dependent on the team.
Some teams just let the artist deal with the source assets so long as the uassets fit the project structure
you could also have Content be mirrored into another directory, say ContentRaw
could I also just create a directory at the top level of the project called 'src' or something?
That's likely to annoy any programmers on the team lol
I'm not aware of any sort of standard though.
http://ue4.style doesn't cover it
Dumb question, is there a way to make recursive svn:ignore property in SVN
Cause the UI is telling me that the properties are properly inherited from the root folder, but are not applied (they only seem to be applied if I apply the same property to all folders)
Otherwise the behavior is correct only for unversioned folder (they correctly inherit svn:ignore from the root)
Hey
I can't clone my Repository
GitHub Desktop says "The remote disconected"
how can I clone my repository?
Btw, I found answer to my question. With SVN, global ignore property is svn:global-ignores
It's pretty likely I'm just being dumb, but maybe that means there's a dumb, easy answer - Setting up source control with GitLab + git LFS. No matter what I do I can't get my LFS files to push - remote has all the pointers and no files, and git insists the push is working as intended.
Working from fresh installations of git and lfs, but I feel like I must be missing something easy. Thanks in advance!
Just installed perforce and everything seemed to be going ok until I got ready to package
is there something i'm doing wrong?
saying its unable to compile source files
Do I need to check out the entire project to package when using perforce? how do I not run into issues where the intermediate and build folders contain files that don't exist anymore or can't submit due to strange open for read errors
those folders should not be in the depot at all
here's an example p4ignore that works for our project
# Ignore VS stuff
.vs/
Project.sln
# Ignore generated folders
Binaries/*
Build/*
Intermediate/*
DerivedDataCache/*
Saved/*
# Ignore the same things for plugins
Plugins/**/Binaries/*
Plugins/**/Build/*
Plugins/**/Intermediate/*
Plugins/**/DerivedDataCache/*
Plugins/**/Saved/*
# Don't ignore icon files in Build
!Build/Linux
!Build/Windows
# Ignore lightmaps
*_BuiltData.uasset
Sup! Trying to get source control to work so I and my friend both can work on the same project at the same time but I have some questions about perforce. Should I rent a cloud server with for ex. ubuntu and install there Helix Core (P4D)?
They have changed things so much... all those tutorials what I have found are mostly outdated.
Got it working already.
@dusk dove So with these settings I'm assuming the person working on the project with you needs a copy of the project themselves then they get latest over the top of it..... or they unzip the project over the top of the files created by source control. This is what we did and it seems to work but it may just be because I don't know of a better way to do this.
huh?
you create a workspace and then click get latest to download the current state of the project from perforce
then you generate project files, build, start editor
yea but if a buddy only gets those files they don't have enough to launch editor
missing binaries of plugins
@dusk dove
they need to build those
but your saying generate all sln files and re-build the plugins from source
once they get latest?
that's what we do, but if you have a plugin that can't be built then 🤷
you'd have to modify the ignore file so the required stuff from that plugin is included
ok thanks man
Hey guys, does UE 4.19 has its own Source Control or am I required to use something like Github ?
you need to use a separate one
ok 10x
is 5gb on preforce enough for a smaller team who is thinking to make bigger game?
because I heard you need more than 50gb for good game
The size of your game's repo doesn't say anything about if it's good or not.
nah
I mean do you need more gb than that 5 for open world game or something else you want to make
"how perforce work is everytime you change something then it saves a copy of the change as the new file, even for small games where the resauting game is under 1gb, then the workingh end goes over 50gb easy" is this true?
@haughty vault
yeah p4 can get big pretty fast
hmm
How to solve it? Buy unlimited edition or?
https://degoo.com/ Oof 100gb free disk
I made a ton of changes to my content folder, when I go to submit in p4v it still has files tagged as changed that have been moved to a different location or deleted entirely, what is the best way to submit? (I was thinking of one way, but it is a bit time consuming and I know its not a proper way)
Right click > Reconcile Offline Work
that didn't really work, I made massive changes to the layout of content and p4v is bugging, is there a way to force a folder in my workspace to be the same on on the server/depot?
if your pending changelist has some nonsense in it from moving files, you could try right clicking it and doing "revert unchanged files"
doing that, then reconcile, then submitting it should make the depot identical to your local folder
@dusk dove Thats a nice P4 Ignore you got there.
@dusk dove If you wanted to apply that ignore to multiple branches of your project in the depot, would you preface with **/ ?
the p4ignore works for files in folders below it, so I assume you would just copy it to each branch
haven't used branches in perforce yet so I don't know
My p4 ignore actually exists above those directories so I think ** will work since its a any name/path up to that.
is there an equivalent to the ignore file posted by Zach here https://answers.unrealengine.com/questions/16787/how-to-setup-git-for-an-ue4-project.html that is for mainly blueprint projects - or should we just use the same?
you could just use the one I posted above
p4ignore and gitignore use the exact same format
ah @dusk dove , thanks!
does anyone have git repo and perforce workspace in the same place ?
like i want to pull engine from github and automatically update perforoce repo
without manually adding new files for perfor to pick them
hey all, is Unreal Engine source not compatible with Visual Studio 2017?
getting this error after running setup.bat and trying to generate project files:
Setting up Unreal Engine 4 project files...
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\Microsoft.CSharp.CurrentVersion.targets(
322,5): error MSB4019: The imported project "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0
\bin\Roslyn\Microsoft.CSharp.Core.targets" was not found. Confirm that the path in the <Import> declaration is correct,
and that the file exists on disk. [E:\Users\Sean\Documents\GitHub\UnrealEngine\Engine\Source\Programs\UnrealBuildTool\
UnrealBuildTool.csproj]
GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.
Press any key to continue . . .
Could anyone provide assistance please?
Do you have both the C# and C++ tools installed from within VS?
hmm yeah probably not C#
ill try that thanks
@median heart would you happen to know how to get back to the window in VS where I can find and install those tools?
it doesnt pop up anymore when I run VS like it initially did
I believe it's a separate program called "Visual Studio Installer".
That might be for older versions...I'm not 100% sure.
Thanks, I think you're right.
@median heart that did it btw, was missing C# tools. Im a dummy, thanks
assumed it came default
hey guys
i'm trying to get my project onto github
but i have files larger than 100mb
so, i've tried installing git lfs
but i can''t seem to be able to
i'm not 100% sure how to either, how do i get it installed so i can drop 100mb+ files into the repository
@median torrent I struggled using git LFS for UE a few years ago. I think it is possible - but seemed kind of flaky at the time. There was a plugin that let you host the files on S3 that helped. But if possible - I totally recommend switching to Perforce - especially if you are on a team. It has binary asset locking and is pretty much the defacto game industry standard. It is free for smaller teams.
perforce >>>>>>>>>>>> git for unreal
I like how everything just works and is blazing fast aswell
even tho I just dumped the server on a shitty $10 vps
@hazy igloo @dusk dove thanks for the recommendation, as soon as my exams finish i'll check it out. Getting the files to the team was the primary goal, so thank you :)
How much is perforce self-hosted? I can't find the price anywhere
For 5 and fewer users it's free, but above that I believe you need to contact their sales department.
They purposely don't release the price.
Yeah I got that, makes me feel it's way outside our studio's budget
Continuing with git it is...
Well, actually, did you see the Enterprise option?
I don't think that was there last time I went to the page (but to be fair, that was a while ago, haha)
It says it's "on-premises" and "your storage", so I imagine that's self-hosted.
$179/user/year.
Ah, oops.
Aye, I was looking at that, but yeah different thing 😦
Yeah can't afford that by a mile...
(it says limited to 5 users, but it actually lets you make 20 workspaces for those, so you just let people share the users)
Still you're a bit pooped if your team grows over 20
Could use git for the code, and then find something else for the art/binaries
I suppose it's not that much if you're an established studio, just doesn't work starting up though
We use git-lfs right now which mostly works
The git v2 plugin has file locking, it's just a bit buggy
heavy BP users?
I wish we weren't... but yeah
I do not envy you
Technical debt higher than most countries national debt
I think we've got some blueprints with well over 10000 nodes
Ah, the ol god class
It's a god class with hard refs to all sorts, I did a size map on it and it loads something like 5GB of stuff
$420 USD per user, per year. However we managed to negotiate with them in our first year to give us a couple of users for free
never hurts to ask
FUCK
I wish discord had working auto scrolling
instead I just comment stuff from pages ago
like a chump
Thanks Jack
What is free and private thing for source control with more than free 5gb (for team working together)?
Ok thank you for answer
using gitlab with unreal is a terrible experience
Have been for four years without issues here
do you have many uassets?
github sucks for me
The full Git repo is much larger
Now it's important to differentiate between Git, the Git client, and the Git server
We use Git only, but with Sourcetree as a client, Github for code and Gitlab for assets
No
how does that not end up in tons of unfixable merge conflicts?
we constantly had multiple people modify the same asset, or even just the editor modifying it automagically
Less people I guess
and if someone dare move a thing and fix redirectors everything is fucked
I wouldn't wanna forgo locking outside of a tightly coordinated small team