#source-control

1 messages ยท Page 35 of 1

fiery prism
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So you not having issues reflects well on your team

dusk dove
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that might work if everyone is an expert already but not if we are all learning unreal as we go lol

smoky trench
naive merlin
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Gotta have Perforce to use UGS

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@brittle raft if you've got less than 5 people you should give Perforce a try, it's free

brittle raft
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Lol nope

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I gave it a try 10 years ago

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When it was 20 users, and Git didn't have LFS & Sourcetree

iron bronze
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@velvet raptor: Thanks. Any public tutorial to set it up out there? Last time I checked there was a mere .txt in the github repo for UGS. Seems you need to set up some kind of CIS + SQL DB as well

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Also I don't have any specs for building the .pngs icon sheets myself... A lot of trial & error to get by I guess

dusk dove
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use locks in perforce

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bp can not be merged

fiery prism
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yup

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Actually any asset

dusk dove
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that is what locks are for

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it will prevent you from messing up in the first place

molten marsh
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@small tundra P4 has an 5 free user licence

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Anything above that and you need to pay per licence

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Its the most robust and battle tested solution ive used

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Epic use it internally.

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I host my own Server for myself in my garage.

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Hosting options for it arent great.

small tundra
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Yeah I'll likely buy a dedi

molten marsh
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Your better off purchasing your own machine in an data center and using it like that.

small tundra
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Yeah I probably will

molten marsh
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But if your happy with a local server then do that

small tundra
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Do you connect it to your project or just use the interface?

molten marsh
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Yes i use the Plugin in the Editor, but i typically always commit using the P4V (visual client)

small tundra
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Can you configure like.. how much file history is saved etc?

molten marsh
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All file history is saved

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Not sure about that, cant imagine outside of saving disk space why you wouldnt want to have all history

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I use it in conjunction with Jenkins (an Continuous Integration solution) on my server to run automated builds every night.

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Jenkins polls Perforce for any changes, if it detects changes it will sync and run an new build.

small tundra
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Nice I might do something similar

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Does it do the build on the same server?

molten marsh
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Yes

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Its an Dell PowerEdge R610

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Running WinServer 2012

small tundra
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kk

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is allars installer still valid for pf?

molten marsh
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Not sure

fiery prism
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installer should be fine, but the daemon script really only works on that one version

small tundra
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Hm ok probably will run it on a linux box

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OVH have some pretty cheap dedis for $70 a month or so

fiery prism
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$70 a mo

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whaddya get with that

small tundra
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like 4tb xeon 3.5ghz 8 core

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lol

molten marsh
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The running costs of a local server can get pretty bad depending on how often you would want to use it and if your running it 24/7

small tundra
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I have a few dedis in my house, but cbf using them

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Especially since I am looking at hiring very soon, I think it's best to have them in a DC

small tundra
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Decent

small tundra
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@molten marsh What OS you use for pf?

haughty ember
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wtf

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You don't need anything above $10/month for perforce

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  • Storage
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@small tundra

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that's overkill

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Read my pins

neat grotto
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He does if he wants a dedicated server.

haughty ember
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??

neat grotto
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You're talking about VPS pricing.

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VPS is way more affordable.

haughty ember
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Why would you want a Cloud-hosted Dedicated Server just for Perforce?

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Unless I am misunderstanding this whole conversation

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At this price, you might as well do freaking Assembla

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It's actually going to be cheaper with unlimited space

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And I'm not a big fan of them anymore

small tundra
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It's 4tb storage

haughty ember
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Yeah, I just reread this conversation. I don't see any justification.

small tundra
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2tb raid

haughty ember
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K?

small tundra
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My game files are like 100gb

haughty ember
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Is this just for Perforce?

small tundra
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Yeah, its only $50

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ill probably use it for other shit too

haughty ember
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Well

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You don't want to

small tundra
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my server costs are already $500 a month or so

haughty ember
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That's the point

jolly fog
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i am doing all my SVN stuff locally ๐Ÿ˜ƒ

neat grotto
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@haughty ember Keep in mind, for cloud providers dedicated can also simply mean dedicated resources.

haughty ember
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You don't want anything hogging up that bandwidth

jolly fog
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12 tb storage, i just backup the main HDD to another HDD

haughty ember
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Or using precious resources

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When you're trying to access/write to the server

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I understand that @neat grotto

small tundra
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Anyway I already got the dedi, anyone know the best linux OS for pf?

neat grotto
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Yeah. If you're getting a dedicated server for Perforce, I'm assuming it's because you are expecting high volume and frequent activity.

haughty ember
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Newest Ubuntu

neat grotto
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I use Ubuntu. No evidence that it's the "best" for Perforce, but it works great for me.

haughty ember
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Only way to go

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It's definitely a lot faster than WIndows

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But, if they have windows and also it's free, why not

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Simpler

small tundra
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Ok cool

haughty ember
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It's funny, only reason I jumped on this was because I am a waiting on an integration

small tundra
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@neat grotto High storage VPS servers are pretty pricy anyway, for 1tb VPS i would be looking at $40 anyway

haughty ember
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Nah man

small tundra
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I'm paying $40 for a 8core 3.5ghz 4tb hdd dedicated

neat grotto
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Who are you leasing from?

haughty ember
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You are not looking at the right places

small tundra
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Im using OVH

neat grotto
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Oh weird. They have two websites.

small tundra
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this is for older hardware

neat grotto
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Ah.

small tundra
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you can get really good deals

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i have my sydney and europe servers with the main ovh

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waiting for OVH to open dallas servers

haughty ember
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Ah

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These aren't SSDs

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I see now

neat grotto
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Cool. I have no experience with them, but I know a few people who use and recommend them.

small tundra
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you dont need SSD for pf

haughty ember
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ok

neat grotto
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Yeah, that explains the price.

haughty ember
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I mean, obviously you have all the knowledge

neat grotto
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No, you definitely don't need SSD for Perforce, but it sure is nice.

small tundra
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๐Ÿ˜„

haughty ember
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๐Ÿ˜ƒ

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SSD vs HDD on Perforce definitely proven

neat grotto
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I use DigitalOcean for my servers. Love those guys.

small tundra
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I use digital ocean for my web apis

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and databases

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their load balancer is good

neat grotto
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They're not the cheapest option, but they're pretty affordable these days and the service is great.

jolly fog
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i am using ec2 free tier for my startup game. it works well so far but i just crossed my 30gb -mo threshhold lol. so $10 / mo this month :/

small tundra
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i use vultr for my discord bot and thats about it

haughty ember
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Use Vultr

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You won't be sorry

small tundra
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yeah @jolly fog if you're on a budget, use vultr

haughty ember
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Budget?

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lol

small tundra
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they have low ghz servers, (2.2ghz) but it's decent for testing ue4

haughty ember
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Again, you are spreading false info there

small tundra
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?

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sorry what

haughty ember
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You don't use Vultr "just because you are on a budget"

small tundra
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sure it's one variable to use them

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but they have a good panel, and support

jolly fog
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i was looking - do they allow 1 gb ram? trying to find a cheaper option for it.

small tundra
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Yes

haughty ember
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You use it because it gives you exactly what you need for a Perforce server at a great price.

small tundra
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1gb minimum

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Victor if your game is 1gb sure

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My source is about 100gb

haughty ember
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sigh

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lol

neat grotto
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Looks like Vultr pricing is on par with DO these days. That's good stuff.

small tundra
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Yeah vultr offers sydney servers

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Being in NZ it's good

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DO doesn't offer syd servers

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And digital ocean offers a load balancer, which I use for my games API

haughty ember
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Damn, took me forever to find this

neat grotto
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Really? I didn't realize. That's surprising to me that DO isn't in Sydney yet.

small tundra
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yeah thats why i was always strongly against using DO

haughty ember
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This is what you need and why you need it

small tundra
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I mean, raid 0 HDD is fast

haughty ember
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Meh, back in 1999

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I had some Raid 0's myself

small tundra
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I'm not worried about SSD vs HDD performance tbh

haughty ember
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I mean, if you have some of those Black Afterburners

small tundra
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It's only source control

haughty ember
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I forgot the names

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10k RPMs

neat grotto
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WD Raptors. I remember those.

haughty ember
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Ah, yeah those

median heart
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If you're working in this type of situation, your network is probably going to be the limiting factor over storage, anyways

haughty ember
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They were so beast back then

last sandal
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imo u only need an ssd for the system

small tundra
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I have 1000mbps and i think the server is 250mbps

haughty ember
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Yo, you all can just read it from the horse's mouth, exactly what is needed and why

last sandal
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its better to run hdds in raid but its not a huge differenece

small tundra
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SSD isn't needed

median heart
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Although Perforce does not recommend any specific hardware

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Straight from the horse's mouth?

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๐Ÿค”

small tundra
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Lol

last sandal
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its rly convenient when u put the os onto an ssd

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much faster startup times as well as overall performance

haughty ember
small tundra
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We are talking about SSD perf with perforce

last sandal
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oh mb

small tundra
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Either way, the server is bought and i'm using it. I wasn't asking for hardware advice

neat grotto
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Yeah that got out of hand.

small tundra
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Now to see if allars script is up to date ๐Ÿ˜ƒ

neat grotto
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I don't think he updates it.

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But it probably wouldn't take much modification to use.

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I haven't used it in a long time.

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Perforce has an official package now.

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I find it easier to use that now, honestly.

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It's pretty painless and automates a lot of the setup.

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Plus it defaults to SSL.

small tundra
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Oh ok cool

neat grotto
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Setup for Ubuntu is fast enough I could write a quick guide here and pin it, if you like.

small tundra
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Honestly that would be awesome

neat grotto
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How To Install Perforce Helix On Ubuntu 16.04

Create a Perforce package config file.

$ sudo nano /etc/apt/sources.list.d/perforce.list

Add this line to the file:

deb http://package.perforce.com/apt/ubuntu/ xenial release

Import the Perforce package signing key.

$ wget -qO - https://package.perforce.com/perforce.pubkey | sudo apt-key add -
$ sudo apt-get update

Install the Helix Core package.

$ sudo apt-get install helix-p4d

Run the configuration script and follow the instructions.
The path to this script should show in the terminal after installation is complete.

$ sudo path/to/script.sh
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That is, of course, not counting initial server setup and security.

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I hope it's helpful. ๐Ÿ™‚

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Installing Perforce is way more straightforward than it used to be.

small tundra
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That would work for 18 ?

neat grotto
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I don't know. In theory, yes, and you may only have to change xenial to the new name.

small tundra
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kk cool

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Thanks heaps!

neat grotto
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Sure thing.

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Their docs don't mention 18.04, so I'm not sure if that's just outdated docs or they haven't released a package for 18.04 yet.

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Let me know.

small tundra
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Hmm

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Think it needs 16

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No problem ill just reinstall to 16

neat grotto
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Ah yeah, looks that way.

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The codename for 18.04 is Bionic Beaver. lol

small tundra
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Got it installed ๐Ÿ˜ƒ

neat grotto
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๐ŸŽ‰

small tundra
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Anyone have a pf ignore list?

neat grotto
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@small tundra You using a source build or the launcher?

small tundra
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source build

neat grotto
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This should get you started (in your .p4ignore file):

Saved/  
Intermediate/  
DerivedDataCache/  
*.pdb
obj/  
*.vcxproj
*.sln
*-Debug.*
FileOpenOrder/ 
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I think I got it from one of Allar's blog posts. It worked well enough for me, but you may need to tweak as needed.

small tundra
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Thank you. I don't want to move my game's directory, I can add a directory to a workspace right

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Also does PF keep local copies or is it all remote?

hollow wraith
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Anyone here using perforce? I'm having trouble getting setup locally. I've been reading guides/watching videos, but it seems like the software has changed.
I'm clueless on how I map my unreal project to my separate workspace directory.

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Ok I guess you were literally just talking about this. Let me scroll up and see if there's anything relevant

jolly fog
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i use git svn myself, works ok. had to get the .gtignore file working so the svn doesn't take up too much space over time with each iteration

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you might need to just make a login? i believe it's called helix or something liek that

hollow wraith
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I'm just running the perforce server locally. I've created depots/workspaces but I can't for the life of me figure out how to add the folders/files from my project to the workspace.

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Yeah I have the server and client both working

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Except for the part about not being able to add anything from anywhere.

jolly fog
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i believe SVN works in the way where all files and folders are auto added to the SVN list of watched, unless you specify .gtignore files

#
.vs/
*.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
``` here is my file that i adapted from Zeblote's version, i use this to ignore engine created content, as well as binaries and Visual studio content in the .vs folder that it uses.
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so all you have to do is specify a root project folder, and then add that ignore file in there. then it's a matter of using the documentation to see any trivial things you might be missing. adding files to repo seems fairly simple task - did you check a guide or manual?

hollow wraith
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Who are you talking to @jolly fog ?

jolly fog
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u

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lol

hollow wraith
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I never said anything about using git or svn

jolly fog
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ik but the ignore file is similar

hollow wraith
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Yes already came across the one you linked and had the above issue

jolly fog
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it's right below the workspace header

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in ur link

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and did u get perforce for free? how is it? it good?

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i am considering trying

small tundra
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perforce is free for teams under 5

hollow wraith
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No, I see where you're supposed to do it... I've tried enabling/disabling every filter in the workspace, but I don't see any files. Only the 3 initial folders I added per the unreal guide.

jolly fog
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Josh is here ask him he has it

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@small tundra u got perforce installed right?

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congruent is trying to add files to his repo sys

hollow wraith
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Sure, just keep in mind I'm just trying to test locally. Ideally I'd buy hosting or roll my own cloud box somewhere.

small tundra
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i just installed pf

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still setting it all up

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"we recommend running a case-insensitive Perforce server. "

jolly fog
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did you manage to add files yet

small tundra
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hmm

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Yeah I did but i reinstalled my server

hollow wraith
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lol... I've reinstalled like 3 times now

small tundra
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hahaha

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๐Ÿ˜„

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all the guides are outdated as fuck

hollow wraith
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This is the most unintuitive setup. I might just go with git since I'm already very familiar with it.

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Yup

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Exactly

jolly fog
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Congruent if u test locally, u can simply make a HDD backup. that's what i do

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i have a 12tb sys, 6tb main, 6tb back up HDD

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saves the cost of the cloud backups

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in case data is lost - unless there is electical surge that fries all hdd, it will be ok

hollow wraith
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that's a lot of space... I need some tbs to work with ๐Ÿ˜›

jolly fog
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u can do like global backup to cloud every year or something

hollow wraith
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I need a 12tb ssd plz

jolly fog
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lol

hollow wraith
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๐Ÿ˜ƒ

jolly fog
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i use hdd, wd green rofl

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its crud

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but i use it lol

hollow wraith
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Hey, that disk space fills up fast

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Sometimes cheap and slow is the way to go

jolly fog
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6tb wd green hdd that i bought from amazon

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yes

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i spent like a fair amount for the hard drives actually lol

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i forgot how much

hollow wraith
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I heard there's some git integration that's better suited for handling binary files. About to do my 4th and final uninstall of perforce and pursue that route.

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A new feature or something.

jolly fog
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i twas like $200 per hdd i found it

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now price has gone down a little.

hollow wraith
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@small tundra Are the perforce windows applications wicked slow and unresponsive on your system too? or is that just me.

jolly fog
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congruent i dont notice any such diff feature for binaries in my github dekstop app

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umap is changed, binary doesnt show

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plaintext always works great

hollow wraith
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I don't think it's part of your standard git. It's called like git large file system or somethign

small tundra
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yeah.. thats normal

brittle raft
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Binary changes are nigh impossible to work with

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@jolly fog No version control will show you the contents of binary change because 99% of the time you're looking at an entirely different file, and the contents of the file are still unreadable to human eye

hollow wraith
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Yeah I wouldn't expect to visually read the text of a binary file lol.

brittle raft
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Accurate binary diffs are a specific field entirely, that's useful for updating software for example

jolly fog
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yeah.

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i am using the blueprint diff tool for blueprints, and opening level blueprint and looking at the diff in there for umaps

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it still accepts commits

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for the uasset files

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i just commit uasset in groups and cpp and h in groups

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because when i wana revert a change with a .uasset, sometimes theres an error

hollow wraith
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good idea

jolly fog
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i am still learhing the whole systesm like u and josh

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so yea

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just got into it myself

hollow wraith
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you're using perforce?

jolly fog
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because i am learning cpp now

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no it scared me

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too lofty and big

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i like simple stuff with low footprint

hollow wraith
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Oh. Yeah I've been using git command line for 10 years and my main goal right now is just the redundancy and easy reversions

jolly fog
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i dont like the git cmdline because typing takes too long as opposed to clciking and using gui so i use github desktop haha

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havent u used the git lfs thing before if u used it that long?

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because i thoguht it was around for a while

hollow wraith
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No... I've only ever had to commit source code

jolly fog
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oo ok

gloomy aurora
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What i don't get is why Perforce cloud is so expensive

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especially compared to GIT LFS and PlasticSCM

dusk dove
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because perforce is ridiculous expensive

hollow wraith
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Wow I just discovered that there's the ability to install a linux sub system directly on windows 10. Halleluiah!!

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/

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lol, it comes pre-mounted to your windows drives... Sweet no more dual booting.

small tundra
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๐Ÿค”

hollow wraith
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"NOTE: Git LFS is on its way to becoming the industry standard for handling large binary files in Git. With a large community of developers & users of Git LFS both big & small even GitHub.com is planning to make Git LFS a default for all its hosted repositories. " per unreal wiki

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right click -> open as administrator

small tundra
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its a p4 thing

jolly fog
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@small tundra did you figure that out yet?

small tundra
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Yes

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Sorted

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Had to update the rights of my user

jolly fog
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are u uploading anything to ur cloud yet?

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if so what is the delay is it alot

small tundra
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Yeah I had to optimise pfs config

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was going slow now its ok

jolly fog
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lol thats cool u did it in such a short time

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cool

small tundra
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๐Ÿ˜„

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Now to submit 50gb of data

hollow wraith
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@small tundra still using perforce?

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I just finished setting up a private github repo with 50 gigs of lfs storage for $5/month and it's tracking uassets, fbx, png, etc.

small tundra
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Yes i wouldnt use lfs

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It's expensive af

hollow wraith
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50 gb for $5 a month is expensive?

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You could just as easily roll your own git server and attach it to a large drive for free

small tundra
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That doesn't include bandwidth

hollow wraith
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it includes 50gb of storage and 50gb of bandwidth

small tundra
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Say you have a 1gb map

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And commit changes 50 times

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there goes your 50gb storage

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and that doesnt change each month

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Every commit to a 1gb file is 1gb storage

hollow wraith
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Yeah depends on your use case. I'm mostly using it for source control and models/textures

small tundra
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Hmm maybe

hollow wraith
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A lot of stuff in the map happens on begin play in c++

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But thanks for the heads up, I hadn't really considered how that might be an issue

iron bronze
gloomy aurora
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Only real problem with GitHubs implementation of git LFS is the 2gb file size limits

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Donโ€™t bank on storing any large HLOD files

brittle raft
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2GB is only for free, when not using LFS

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You can buy more

noble knoll
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you will allways run out of space, if you try to use git LFS

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you will bloat your repository into "literally useless" quite fast

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git lfs just straight up doesnt work well with unreal

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as unreal stores everything as binary

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the only real option is perforce

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maybe svn, but svn will bloat your server too

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basically every time you save a blueprint, or any asset, it needs to be saved fully

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you open a mesh, change a collision setting, and thats all the vertex data getting uploaded and saved again

brittle raft
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Or do use Git LFS, but have $100 worth of storage

noble knoll
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and the LFS will still eventually break fairly fast

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just due to sheer overload

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LFS is not designed for hundreds and hundreds of files at the same time

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the DWVR project, wich has a couple asset packs, and is around 6 gb, bloated to 60 gb in a week of development

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and at that point, every single git interface would crash due to sheer bloat

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in fact, i couldnt do the initial commit in one piece

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trying to upload the 6 gb at once, with LFS, already bloats the fuck out of the server

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and would overload every git client

long mural
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P4PORT is already in use by another P4DCTL service.
Perforce Server address (P4PORT) [1666]:

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any idea how i clear the P4PORT?

small tundra
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hmm

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Any reason why perforce would make everything unwritable ?

brittle raft
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That's how it does

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It's pretty much the default behaviour IIRC

small tundra
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But why

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๐Ÿ˜„

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Is it meant to ?

brittle raft
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It's Perforce

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Yeah it's meant to

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The idea with Perforce is, only one person works on a file

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So everything is read-only, you checkout, it's writeable, and locked to others

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It's not a bad workflow, though it's sketchy as fuck (and crazy expensive and getting worse for a decade)

median heart
#

For things like build files, you can add them to your typemap in order to make them always writable

silent charm
#

What does EpicGames use for source control for let's say Fortnite

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Perforce for binaries, Git for source code?

brittle raft
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Perforce for all

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They use Perforce for the engine source (which is then mirrored to GitHub) so...

long mural
#

i can't work out what i am doing with Perforce

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i have the server running

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but how do i submit changes, everything i do wants to re-send everything to the server

#

do i have to actually manually add new files in P4V for every file i create?

#

that seems like bad workflow

long mural
#

how do i stop perforce from marking stuff readonly?

jovial sphinx
#

Hey Guys!, I Have a big question, so he'res the thing, I have a project of 50+ gbs without source control, I started to work with a team so I want to do source control, I was thinking about using gitbucket, ive already payed 100gb storage there and the upload is giving us some issues, is there any workaround that you guys have done

jolly fog
#

hi @jovial sphinx

#

you can consider using local backups - for your git project. to save on cost and test.

#

i am currently using this scheme here for my setup

#

if you set up your .gitignore file - you can prevent your large project from taking up even more space - only include your most important files like your important blueprints or .cpp / .h files

#

all binaries and unreal generated files can be safely ignored for SVN

#

if you ever need to expand to cloud storage, you can use either perforce or github but since you already paid for your service then you can just consider using that service with their syntax until your subcription runs out and maybe consider migrating. but here's what i generally do that saves a ton on cost : simply get a 12 TB local setup. 6tb main, 6tb backup. have a github .git folder as SVN for your root project dir. make your commits as necessary. then what you can do is just back up everything up from your main drive to your backup drive, say every month. you can also do a global cloud backup say every year. this is the way i have found that is most cost effective while allowing redundancy. the probability of electrical discharge affecting all HDDs is low, and usually only one HDD at a time is prone to failure. hope that helps!

#

oh and if you need to use cloud for collaborative work - simply confer with your team mates and possibly have them split cost or go thru your corporation for cost splitting. that is my only recommend on collab necessity

jovial sphinx
#

So whats happening is that when im trying to upload git-lfs files on my repo, is giving a error: batch response authentication required, the upload starts working but stops after a while, the server is ssh configured because of the big files in the project

brittle smelt
#

I still have a doubt about redirectors, are we supposed to let them and commit, so another files that arent locked arent changed?

jovial sphinx
#

and thanks @jolly fog

jolly fog
#

i have not used git-lfs before, i was actually planning on asking people if they had success with it. i hear it is a little tricky to use. is it possible to use normal git for commits on large files locally, u guys know? the only reason i would ever try cloud commits is for collab stuff i think. actually. additionally if anyone has any ideas or suggestions to my git procedure above let me know if you can.

long mural
#

can someone help me with Perforce

#

i am a little bit confused on what i need to do to use UGS

long mural
#

what do i need to do to be able to use UGS?

smoky trench
#

Project needs to be in the same directory as the source version of the engine

#

(both of which should be in p4)

long mural
#

i tried the latest version

#

still same issue

#

i am trying with the engine now

gloomy aurora
#

@brittle raft are you sure about that? I have git LFS with 100gb storage and it is telling me the maximum file size is 2GB : /

brittle raft
#

It's still 2GB for non-LFS files

#

Sure these files are on LFS ?

gloomy aurora
#

ill check, theres a fair chance im a moron

brittle raft
#

Fairly sure all changes made on files before marking them as LFS would still count toward the non-LFS size

#

Adding & removing a file in Git basically stores twice the file

gloomy aurora
#

nope it is LFS

#

apparently there is just an individual file limit

#

Git LFS: (0 of 0 files, 985 skipped) 0 B / 0 B, 7.84 GB skipped [624e8526a019e0aa0efdffe90cc1b5d59baa66c83ef13f02eb98cda3cde9395f] Size must be less than 2147483648: [422] Size must be less than 2147483648

#

๐Ÿ˜ฆ

brittle raft
#

Well, 0 LFS files ?

long mural
#

@smoky trench what do you mean? i have it set with my project in a subdirectory

#

do i need to actually put it in the root directory

sand roost
#

i migrated a file from one project to another and i accidently replaced a different one is it possible to undo that

long mural
#

if you have it in source control sure, if not then probably not

buoyant ice
#

@long mural I feel like you and I are always running into the same issues.

#

well different issues same systems.

mental isle
#

Hey guys, im new to game dev and i'm wondering whats a good version control that can be purchased on a server for people to work on from all over the world

#

Something that doesnt require port forwarding if possible

long mural
#

is how i have it laid out

#

but UGS still says needs Engine

cobalt lichen
#

hey, can someone help, im trying to use a perforce server, i have rented one from DigitalOcean and i have read Allar's Blog, but i can not get P4V to connect to the server, link below is the read me that im following and i'll post my error picture. https://allarsblog.com/2014/09/24/setup-perforce-digital/

#

P4v

dusk dove
#

is the server actually running? did you get the ip and port correct? are you sure you didn't accidentally firewall it?

#

if you're using ubuntu his thing won't start the server on boot

cobalt lichen
#

yeah im using ubuntu ,start it but console? and didnt create a firewall

#

should i use Ubuntu 16.04.4 x64 or 18.04 x64??

dusk dove
#

I used 18.04

#

but then you have to put binaries there manually instead of being able to use package manager

long mural
#

@dusk dove you ever used UGS?

#

the engine and my project is there

dusk dove
#

no, sorry

#

no idea what it even does

strong shale
#

Can anyone help with what's wrong here ? I've downloaded the project from Perforce, added a new material as a test, it won't upload it to the server though, error shows as :

Client richie_DESKTOP-JCCHMF7_907
Update 2018/06/23 22:19:57
Access 2018/06/24 17:51:54
Owner richie
Host DESKTOP-JCCHMF7
Description Created by richie.

Root C:\Users\Admin\Documents\Unreal Projects
Options noallwrite noclobber nocompress unlocked nomodtime normdir
SubmitOptions submitunchanged
LineEnd local
Stream //streamsDepot/mainline
View0 //streamsDepot/mainline/... //richie_DESKTOP-JCCHMF7_907/...
Type writeable
Backup enable
specFormatted
func client-FstatInfo
Path 'C:/Program Files/Epic Games/UE_4.19/Engine/Content/...' is not under client's root 'C:\Users\Admin\Documents\Unreal Projects'.

Client 'richie_DESKTOP-JCCHMF7_907' can only be used from host 'DESKTOP-JCCHMF7'.

dusk dove
#

you added the material to the engine content and not the project?

strong shale
#

It's inside content/levels inside the project

#

As the other team members added testing materials inside that folder, they worked but my test doesn't

dusk dove
#

selected the wrong workspace in source control settings?

strong shale
#

I only have one workspace, it also connects fine when i setup source control

dusk dove
#

strange

strong shale
#

Checked settings and it states "connection to source control was successful!"
I then made a new material as a test, i then get the above message when i try to submit

#

It has a red tick on the material, just like the other test materials the rest of the team made

strong shale
#

Ok, so i deleted the project, used P4V to redownload, setup source control and it works, I really hope this thing is reliable though in future ...

woven sluice
#

Might be able to help. Can you post a screenshot of your workspace settings? (Right click workspace, edit workspace) @strong shale

#

Oh ugh i missed your last message sorry.

#

Anyway, one possible cause of that error is if you're trying to submit a file that isn't within the workspace (within your actual project folders on your pc)... Or something along those lines. At a guess you might have moved or accidentally located your test material in the engine data folders instead of your project folders

strong shale
#

Same setup, same location, just didn't work first time round

dense thistle
#

People how do you mark big files as git LFS?
they all have same file format .uasset
or I missing something?

slow cedar
#

should be automatically assigned as LFS if over a certain size I think

#

@wheat patrol right ?

wheat patrol
#

No

slow cedar
wheat patrol
#

You need to make a .gitattributes file and manually specify

slow cedar
#

aah

wheat patrol
#

This is one I've just been adding to over the last year or so as I encounter new files that need to go onto LFS

#

you can start with that

dense thistle
#

isn't it just putting everything into LFS?

#

except probably c++ stuff

wheat patrol
#

Pretty much. The rule is anything over 10mb, but we work with so many binary files anyway that for non-code stuff there's not really any benefit I'm aware of to not put it in LFS

#

It's not like you can diff anything imported into Unreal using Git

dense thistle
#

@wheat patrol isn't it faster to sync not in LFS? or something
I am trying to add suffix _L at the end of a big files. Not sure if it's good idea.

#

*L.uasset

wheat patrol
#

I donโ€™t think itโ€™s faster. Not that I know of anyway.

dusk dove
#

huh

#

if you modify an asset someone else has checked out using "make writable"

#

how do you revert it and get back to the previous one

#

it doesn't show up as pending changed

burnt shadow
#

check out revert

#

or force get revision

dusk dove
#

check out isn't working since someone else got it locked

burnt shadow
#

or force get revision

dusk dove
#

get revision appears to do nothing

burnt shadow
#

force

dusk dove
#

ah

#

that worked ๐Ÿ‘

jade arch
#

Visual studio opens but UE4 project isn't

idle glen
#

Can I make source control on UE4 work with Helix TeamHub or do I need Helix Core or some other version of it? I am trying to get collaboration working and am a bit clueless about how to do it.

median heart
#

You need Helix Core.

#

@jade arch that's a super generic error; like it says, you need to open the source (project) and try building it there.

#

It will probably fail, but you'll get an actual error message.

loud fossil
brittle raft
#

@loud fossil Uh, it's not source control ?

#

These are project management tools

loud fossil
#

my teammate

#

again AAAA

brittle raft
#

What

loud fossil
#

nah

#

he sent me it to check

#

nvm forget everything

brittle raft
#

Yeah :/

noble knoll
#

@loud fossil its not a source control thing, its to handle tasks and similar for the team memmbers

#

highly recomended, i use it myself

iron bronze
#

Hello there, is there is a way to make Perforce know a .uasset is a blueprint through its p4 typemap thing? I mean beside keeping all of our BPs under the same folder which we would try to preferably avoid.

dusk dove
#

no, the asset type contained in a uasset is not possible to determine outside the engine

#

you can use the standard naming convention (BP_Something) to your advantage though

iron bronze
#

like this? //depot/...BP_*

dusk dove
#

I'd add the .uasset at the end just in case

iron bronze
worn tartan
#

Hey all, I'm completely new to this and would like to start using Source Control in my project. Can you recommend your tools and hosting service of choice that's free and fairly easy to use?

dusk dove
#

there is no good free solution for unreal, if you want to work with more than one person

worn tartan
#

Nah, I'm not looking for a collaborative solution here. Just some version control for my personal project that'll give me the safety from breaking things or regretting changes I've made...

dusk dove
#

then you could just use gitlab

#

(github is a much better site than gitlab, but their repository size limit is too small)

dusk escarp
#

If you use an older version of a Perforce server build you get 20 users and 20 workspaces for free. Newer client builds work with older servers.

And I use Vultr for hosting, I pay $5 / month for 125 GB storage. Not free but as cheap as a cup of coffee a month

dusk dove
#

you can still get 20 workspaces with the new one

#

though people have to share users which is questionable

dusk escarp
#

5 user limit right?

dusk dove
#

yeah, 5 users, 20 workspaces

#

we just have people make a workspace with their name and then use that column to identify who submitted things ๐Ÿคท

jolly fog
#

really enjoying local sourcetree build. coupled with monthly direct backups of all files to a separate drive! saves cloud costs for me. (6tb main, 6tb backup)
was able to use the reset current branch to this commit once to go back when i made a mistake and it even reverted the binary files properly. good stuff! i wish i used source control before in my work. never going back!

dusk dove
#

smartgit is another really good git client

haughty granite
#

if i were to use GIT + LFS with my UE4 project, should i have a separate repository for source assets as a submodule? or have all in one repository?

brittle raft
#

Completely separate repository, imho

#

Not even a submodule

#

You don't want your build server or even programmers to have a full repo of gigabyte-sized PSDs

haughty granite
#

you can always opt-out submodules though

#

i still can't decide between perforce, plastic and git+lfs

noble knoll
#

@haughty granite Perforce

#

git + lfs has been nothing but trouble for me

#

Perforce is old and clunky but it works perfect

pulsar parcel
#

plastic is awful btw

#

perforce all the way, git can be good but good luck to everyone on your team figuring it out

jolly fog
#

git all the way over here, and sourcetree too as thats the same ui across platforms, which greatly simplifies helping newbies with their git stuff

#

no custom build tho, didnt even know that was an option

dusk dove
#

git is great for code but becomes a disaster as soon as you have multiple people working on assets or blueprints

carmine walrus
#

LFS turns it into a centralized system with file locking tho

coral galleon
#

I need to switch to Perforce, the git LFS 1GB cap has been a nightmare for me. Plus git has a 2GB max limit.

brittle raft
#

Git has no limits

#

Specific Git providers have specific limits

#

Gitlab does 10Gb, etc

coral galleon
#

ooohhh........

brittle raft
#

Git is open-source software, you can use it anywhere anhow ๐Ÿ˜ƒ

coral galleon
#

Yeah, bitbucket specifically has a 2gb limit

#

I just assumed it was imposed from git, not bitbucket, strange choice from them.

#

ok, this changes everything.

brittle raft
#

Nah, it's 100% the providers not giving out free disk space

coral galleon
#

That's really helpful, thanks @brittle raft

noble knoll
#

no wonder they dont

#

LFS bloats the server and the client a lot

#

if you re-save your 4k texture, then its 80 or so extra mb to the server

#

even if you did nothing but just resave it

brittle raft
#

Github just offers you to buy more space

#

It's not like storage space has a real cost these days

noble knoll
#

bloated repos cause sourcetree and others t ojust crash

#

and make everything slow

brittle raft
#

If you have more than 50-100GB to version, yeah, maybe ๐Ÿ˜ƒ

#

Less than that works perfectly fine though

dusk dove
#

@carmine walrus in theory it does, except the locks are unusable slow

#

I don't have time to wait for 5s every time I save a thing in the editor

brittle raft
#

^ real issue with LFS right here

dusk dove
#

with perforce it's just instant

#

also the git plugin is much less reliable than the perforce one

crimson jolt
#

you can't use git without LFS

#

and then you might as well just use perforce

haughty granite
#

does perforce diff binary files then?

#

if not, how is that any better than with LFS if you save big binary files

crimson jolt
#

it doesn't, but it prevents merge conlicts from happening in the first place

#

and it was designed like that

#

and is integrated in most programs that matter with that functionality

#

LFS is just an afterthought

dusk dove
#

it compresses the binary files so that's already an improvement

#

and it doesn't keep bloating your local storage with old, unnecessary revisions of binary files like lfs does

dusk dove
#

and it has the option to only keep the latest revision for some file types, which is really useful for things like lightmaps and binaries that take forever to build but can be regenerated at any time

tame lion
#

has anyone used Hansoft by Perforce?

#

currently using git and hacknplan

#

never heard of perforce before. #someoneSellMe

#

(i'm working in a 2 person team). lol

vague compass
#

at some point facebook had a 30-40 gb git repo

noble knoll
#

@haughty granite perforce has a compressed representation to handle binary files

#

so if you have a 100 mb texture and only change some data in the header, it will detect the difference and not store the whole thing again

#

git LFS stores the full file on every version, it doesnt even attepmt to compress

#

my DWVR project bloated to 60 gb in a week, with LFS. At that point, i was unable to do anything as the sheer level of bloat would crash every GIT client i threw at it

#

meanwhile the perforce repo, of 1 year of work, is 30 gb

#

the actual project on-disk is 6 gb

#

this only matters for big UNREAL projects

#

LFS is nowhere near as bad on unity, where you can save tons of things as text files, and only really have the textures/meshes/etc original files as binary

haughty vault
#

@tame lion Yeah i have (back when it still was just Hansoft). tbh i think Hansoft is total overkill for an 2 person team. Better stick to H'n'P for PM. For SC p4 is superior to git by far imho. at least for games.

#

I use perforce for source control and H'n'P for project managment myself and i'm pretty happy how it works for me.

noble knoll
#

i really like hack n plan

#

its the one i use

#

i guess it would scale up to a team of 5-10 people max

#

after that you probably need a heavyweight like Jira

haughty vault
#

yeah Jira and Hansoft scale nicely to large projects

jolly fog
#

Has anyone here set up Perforce as Linux on Digital Ocean?

neat grotto
#

@jolly fog I have.

#

What's up?

buoyant ice
#

Anyone had any luck with UnrealGameSync? Ive set up everything correctly that I can find to setup but I still get this error every time I try to open a project "Could not find engine in Perforce relative to project path"

iron bronze
#

@buoyant ice I'm trying to build UGS as well, do you know what kind of png sheet is expected for Engine\Source\Programs\UnrealGameSync\UnrealGameSync\Resources\Icons.png?

iron bronze
#

(as well as setting up the installer, since the .wixproj is missing)

neat grotto
#

Is UGS only for source builds or can it be used with the launcher binaries?

#

Looking through the docs and it sounds like it's only for source builds, but I'm not 100% sure.

buoyant ice
#

Yes pfist it's designed to distribute source editor builds. Don't think you can make it work with just the binary but who knows tbh. It's not very well documented

neat grotto
#

Ah, that makes sense. Bummer, but thanks for the info.

fiery prism
#

At a guess, you might need to have your project directory next to the engine directory. So you have

root/engine/source
root/project/source```
#

Generally, that's how projects using a source build are assumed to be laid out.

smoky trench
#

That is the case (well at least was pre-4.19) not sure if that has changed but I noticed that in 4.19 some of the UI has been updated so it might be different now

robust jacinth
#

@neat grotto Sort of, not exactly.

#

It can download pre-made binaries from a network location.

#

Internally, we have pre-made binaries built for designers/artists to automatically sync through UGS.

#

So, ostensibly, you can do that with a launcher build.

#

You'd have to take the launcher-provided binaries and package them up the way UGS expects them to be on the network mapped drive location.

#

You'll have to look at the UGS readme and source code to work that out.

iron bronze
#

@fiery prism You are right. Line 169 in UnrealGameSync/DetectProjectSettingsTask.cs

fiery prism
#

๐Ÿ’ฏ

tame lion
#

@dusk dove sorry one last question, so in the editor you use perforce as your source control server not git

dusk dove
#

yeah

tame lion
#

Your git repo lives in the src folder then

#

And is managed outside the editor

#

Yes?

dusk dove
#

I don't have a git repo ๐Ÿค”

tame lion
#

Oh I thought you said git for c++

dusk dove
#

well not for the project

tame lion
#

Perforce for assets

dusk dove
#

the engine is a git repo

#

since I have to be able to get changes from their github

#

the entire project is in a p4 repo

tame lion
#

Oh but as far as my custom cpp classes all that goes into perforce

dusk dove
#

yeah

tame lion
#

Is the codebase and assets both pushed through the UE editor

#

Or UE editor pushes assets p4v pushes code

dusk dove
#

the editor plugin pushes uasset changes only

#

but usually I just use p4v for everything

#

and have the plugin check out changed files / prevent editing locked ones

tame lion
#

Oh ok. Yea Iโ€™ll probably just do that, seems weird to manage from 2 places

dusk dove
#

got some resources here that somehow seem to be missing from all tutorials

#
# 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
#

^ p4ignore file

#
    binary+l //Brickadia/....a
    binary+l //Brickadia/....ai
    binary+l //Brickadia/....blend
    binary+l //Brickadia/....exe
    binary+l //Brickadia/....dll
    binary+l //Brickadia/....dylib
    binary+l //Brickadia/....fbx
    binary+l //Brickadia/....ico
    binary+l //Brickadia/....lib
    binary+l //Brickadia/....jpg
    binary+l //Brickadia/....pdf
    binary+l //Brickadia/....png
    binary+l //Brickadia/....psd
    binary+l //Brickadia/....sbs
    binary+l //Brickadia/....sbsar
    binary+l //Brickadia/....so
    binary+l //Brickadia/....spp
    binary+l //Brickadia/....ttf
    binary+l //Brickadia/....uasset
    binary+l //Brickadia/....umap
    binary+l //Brickadia/....wav
    binary+l //Brickadia/....zip
    text+w //Brickadia/....bat
    text+w //Brickadia/....blb
    text+w //Brickadia/....bls
    text+w //Brickadia/....cap
    text+w //Brickadia/....cpp
    text+w //Brickadia/....cs
    text+w //Brickadia/....h
    text+w //Brickadia/....html
    text+w //Brickadia/....ini
    text+w //Brickadia/....inl
    text+w //Brickadia/....js
    text+w //Brickadia/....md
    text+w //Brickadia/....p4ignore
    text+w //Brickadia/....rc
    text+w //Brickadia/....sh
    text+w //Brickadia/....txt
    text+w //Brickadia/....uplugin
    text+w //Brickadia/....uproject
    text+w //Brickadia/....yml
#

^ typemap

#

you'll see what to do with these when you follow tutorials for setting it up

#

both will need to be adjusted for your project but it's a good starting point

#

(replace Brickadia with your project name)

tame lion
#

awesome

#

thank you

#

guess i'll be upgrading to centos 7 since centos 6 reaches it's end of life in 2020. lol

tame lion
#

@dusk dove so there is a webui....

#

nevermind

#

thats for gitswarm

#

by perforce

tame lion
#

@dusk dove I got my server all setup at linode and opened port 1666 from iptables

#

As far as my workstation goes

#

Iโ€™m logged into p4admin with the super user

#

I should setup a new user that Iโ€™ll use to push files right

dusk dove
#

super user being your first user in p4?

buoyant ice
#

@iron bronze @fiery prism So does the perforce stream have to include the unreal source as well then? I have tried it with and without and still always end up gettin ghte coul not find engine in perforce relative to project path error

fiery prism
#

I don't think it needs to actually be added in p4

#

Can you share your shared project/engine dir?

buoyant ice
#

I currently have the source engine downloaded and working. In its root directory is my

fiery prism
#

Mine for example

#

Well that looks like I should expect

buoyant ice
#

SNM_Game being my project directory with the uproject file.

#

The Perforce Directory root is SNM_Game

fiery prism
#

Well, it does specifically mention perforce.

buoyant ice
#

But it looks like in the code, they are looking for the unreal stuff inside perforce.

fiery prism
#

I'm not sure how you fix this.

buoyant ice
#

PerforceClient.FileExists(NewSelectedClientFileName.Substring(0, EndIdx) + "/Engine/Source/UE4Editor.target.cs"

#

So its basically wralking backwards down the path from the project file asking perforce if it has the file.

#

so it must need to be part of perforce?

fiery prism
#

Seems like

#

Can't exactly just add the files though

buoyant ice
#

yeah thats one of my frustrations at this point is I dont want the entire engine sitting in the projects perforce depot

#

actually trying just that lol. Realigned my depot onto UnrealEngine and added only the file its looking for

#

ok that wont actually work because of code.

tame lion
#

@dusk dove yes super is my first user

#

i setup another user for myself

#

as well as my team members

buoyant ice
#

looks like it wants the perforce structure to be like //depot/UnrealEngine/Project/

tame lion
#

so basically super user is just used when i'm ssh'd in

#

to the actual server itself

buoyant ice
#

Because if it hits the // it errors out instead of looking for that file.

buoyant ice
#

ok even re-structured it doesnt work. dont get it and ive wasted way to much time on it, which is sad cause it seems like a great tool but between super vague documentation and stuff just not working even when following what documentation there is ..

fiery prism
#

Trying to get bins to distribute nicely?

#

Or does UGS do something different

buoyant ice
#

yeah mostly binaries

#

but UGS has some other nice features like tracking branches and versions so things dont get mixed up, and the ability to comment on other peoples commits etc.

fiery prism
#

Oh that does sound neat.

buoyant ice
#

I know I can just package the editor and have them download the zip etc, but some of our artists are super not comfortable with installing things etc so UGS sounded like a perfect solution

fiery prism
#

What I'd do is setup some kind of CI that will shove binaries into a ftp on successful build, then having a script that'll pull from ftp

#

Then you also get the benefit of CI

#

Plus, that's a perfect setup to have a symbols server (more useful on a team with a shipped game tho)

buoyant ice
#

yeah... i just dont do pipeline stuff lol, my experience is all in UE4 not the support for it, so its getting frustrating loosing so much time working on this stuff ๐Ÿ˜›

#

Were trying to figure out hiring someone to handle things like CI and code for external elements like our online backend etc but its tough on a small project.

buoyant ice
#

AAAAAAnd got it working.

#

The strings in the UGS source are hard coded and there was a case mismatch between what my vbersion of UE4 was naming files vs whats in the source...

#

Chnaged that and it started working

buoyant ice
#

Appearently it does need the entire engine as part of the perforce repository which is fun and exciting. Syncing 120k files now.

smoky trench
#

@buoyant ice You can have the engine sitting in a seperate stream and you could just import it into your project's stream. That's what we ended up doing

buoyant ice
#

Thanks Jack! Ill take a look at this. cause yeah its not ideal at all to have the engine in the games stream

smoky trench
#

Completely agree, will warn it can be a bit more of a pain to branch code as even if you branch your project they will both share the same engine head. This could be undesirable behaviour

tame lion
#

Anyone encounter this when setting up Helix Swarm?

#

I set chmod -R 755 on /opt/perforce/swarm/data

#

And restarted Apache but still canโ€™t write to directory

iron bronze
#

@tame lion chmod 755 does not grant write access to swarm, you can either add your swarm user to your apache (could be www-data or httpd depending on your distribution) group or change the rights to something like 766

#

In Unix-like operating systems, chmod is the command and system call which may change the access permissions to file system objects (files and directories). It may also alter special mode flags. The request is filtered by the umask. The name is an abbreviation of change mode.

tame lion
#

oh, i didn't realize it created a swarm user on my system itself

#

i manually created a swarm user with admin permissions within perforce engine core itself

#

well through pvadmin

#

*p4admin

#

i woulda thought when the config script ran it woulda set the default permissions properly

#

there is indeed no swarm user on my system

iron bronze
#

oh ok then, you will just need to add your perforce linux user to the apache group

tame lion
#

unless i somehow skipped over that the instructions never mentioned creating a swarm system user. not to mention httpd is running under the apache user so not really sure what a swarm system user would have to do with anything

#

will do

iron bronze
#

could you paste the output of "ls -la /opt/perforce/swarm/data" please?

tame lion
#

i'm ssh'd into a centos 7 server at linode btw, not actually running the server on macos. lol

iron bronze
#

thanks, now you just need to add your perforce user to the apache group: "useradd -a -G apache perforce"

#

and then "chmod -R 765 /opt/perforce/swarm/data"

#

which will grant write access for everything under /opt/perforce/swarm/data for any user (such as perforce) who belongs to the group apache

tame lion
#

Thanks. Just clocked out on my lunch once Iโ€™m back in the office in an hour Iโ€™ll see if adding perforce user to the Apache group and updating permissions on data to 765 resolves things

#

๐Ÿคž

#

usermod -g group_name user_name

#

added user to group

#

updated permissions

#

restarted apache

#

same error

#

@iron bronze

iron bronze
#

Try "members apache"

tame lion
#

think i found the problem one sec

#

fixed

#

if anyone else runs into this issue ^

#

I missed this step when installing, gotta setup SELinux

tiny arch
#

Hey guys is there any cloud based perforce servers?

#

I kinda dont want to setup my own servers

haughty vault
tame lion
#

^

tiny arch
#

wow its pretty expensive

tame lion
#

pricey though

#

assembla is the only i know of

#

i'd check out linode or digitalocean

#

and install p4d on there

#

if you go that route and need help setting it up hmu, i literally just spun up a vps on linode yesterday and got p4d setup and running on their

#

$10/mo

tiny arch
#

yea ill use digital ocean

#

was just too lazy to do it

tame lion
#

i THINK https://www.assembla.com/home is so pricey cause i'm pretty sure you can have more than 5 people, so in a way, you're paying for the license and the hosting

#

sooo if you're under 5 people it's probably not worth it, since you can just host it yourself for up to 5 users for free (minus hosting fees)

dusk dove
#

wtf assembla is more than 20% more expensive than the perforce license which is already overpriced af

tame lion
#

right

tiny arch
#

but git sucks for large files

#

so what to do

dusk dove
#

install helix core on a vps and use it

tame lion
#

digitalocean

#

or linode

dusk dove
#

don't have more than 5 developers

tame lion
#

prob cheapest route

#

or setup in-house if you have a cheap machine lying around and don't mind the traffic coming in and out of your network lol

dusk dove
#

๐Ÿค”

#

the assembla is limited to 20 users

tiny arch
#

ill do digital ocean

tame lion
#

minimum 20 years or max?

#

*users

dusk dove
#

which is the user limit old p4 server used to have for free

#

so they're charging you more than the license... while not actually reselling a license

#

lmao

#

max

tame lion
#

damn haha

tiny arch
#

whats helix core?

tame lion
#

version control software

#

perforce is the company

#

helix is what most people refer to here they just kinda use the name perforce interchanably

tiny arch
#

oh ok

#

so helix is what I need

tame lion
#

yea

tiny arch
#

did you use a tutorial?

tiny arch
#

nice thanks dude

#

๐Ÿ˜ƒ

dusk dove
#

I like how "helix teamhub", the cloud thing they offer directly, does not actually allow you to use a helix repository

tame lion
#

๐Ÿ˜‚

#

this seems kinda cool

#

got it installed on the same server running p4d

#

just to play with it

neat grotto
#

Swarm is very disappointing if you're hoping to give your Perforce depot a GitHub-like experience.

#

I found it to be very limited and not offer enough value to justify hosting costs.

tame lion
#

well i just through it on the same server so i mean i'm paying for the hosting anyways, doesn't seem SUPER useful. i just kinda like it cause i can access code online from like my phone

#

i don't plan on using the code reviewing stuff, which is it's main purpose

#

looks kinda like it's striving to be the github of helix or something

#

except not lol

neat grotto
#

That's what I thought before actually trying it out. lol

tame lion
#

yea it is alot different

neat grotto
#

Yeah, different mindset and target audience entirely.

tame lion
#

unforuntately

neat grotto
#

And doesn't offer even half the value of GitHub.

tame lion
#

^

neat grotto
#

I really wish there was a GitHub-like for Perforce.

#

Git LFS is getting better every year, but it's a long road.

tame lion
#

welp time to build the github of perforce.. lol jk

neat grotto
#

lol

#

Easy peasy.

#

We could build it in a weekend and host it on DigitalOcean for $5, right? kappa

tame lion
#

i'm just waiting for microsoft to ruin github... D;

#

lmao TOTALLY

#

:p

neat grotto
#

I don't think they will.

tame lion
#

i HOPE not

neat grotto
#

I was shocked by the acquisition at first, but upon reflection this seems like a largely good thing.

tame lion
#

i use github alot at my desk job

neat grotto
#

As long as Microsoft doesn't get involved with the creative direction of GitHub, I think we're good.

#

GitHub is so damn good.

brittle smelt
#

i give them white card to mess with the github client c:

neat grotto
#

If Git LFS gets really good at handling binary assets and GitHub builds a first-class UI experience for handling binary assets as well as it currently does for code, we're in for a treat.

#

You can certainly use GitHub for UE4 projects right now. It's fine for small projects like game jams, sample projects and tutorials.

#

But there's so much of the GitHub experience missing from binary assets, unless it's images.

#

Images and PSDs are treated as first-class assets already. Previews, inline diffing, etc.

#

At least Perforce has gotten much easier to setup and secure.

#

The package-based installation is really great.

#

Does a lot of heavy lifting.

dusk dove
#

unless you want to put it on a modern version of ubuntu

#

they still don't have packages for 18.04 3 months later

tame lion
#

ew ubuntu

#

jk

#

ubuntus cool, i'm more accustomed to rhel distros though for server

#

yea i just started using perforce but i must say installing from package was pretty damn easy. and worked on latest version of centos7 so i'm happy with that

tiny arch
#

Is there a p4 admin still?

tame lion
#

p4v client looks kinda old school but it works

#

yea

dusk dove
#

it's annoying how there are so many linux versions

#

I have no idea which one I'm supposed to use

tame lion
dusk dove
#

so I just picked a random one

tame lion
#

what do you mean?

dusk dove
#

there's no specific reason for why I'm using ubuntu lol

neat grotto
#

If you don't know which version of Linux to use, Ubuntu is generally a safe bet.

tame lion
#

ahhh, yea i try to stick with centos cause i've used it for almost 10 years now for server os for pretty much anything

neat grotto
#

It's common, well-supported and comparatively easy to use.

tame lion
#

man, i remember back when Ubuntu used to ship you a free install discs upon request

#

*disc

neat grotto
#

P4V is ugly and unwieldy for sure, but it's serviceable.

#

I've always found Perforce to have a very confusing and unfriendly UX, but it's very good at what it does.

#

I use it begrudgingly. lol

brittle smelt
#

bewhat

neat grotto
#

It means reluctantly.

#

I'm using Perforce because it's reliable, but I don't enjoy it.

tame lion
#

I like the idae

#

ideA*

#

omg. idea*

neat grotto
#

Helix TeamHub seems like such a wasted opportunity.

maiden vault
#

Why is that @neat grotto ?

neat grotto
#

TeamHub seems designed for companies that use Perforce but have Git-loving developers who want a familiar experience.

#

Which is good.

#

But I think not offering cloud-hosted Helix depots themselves is a missed opportunity.

#

TeamHub could have been Perforce's answer to GitHub.

#

Which could have led to more developers trying Perforce.

tame lion
#

Yea I never heard of perforce until I got into ue4 development and some suggested it

#

Was just gonna use GitHub like I do for everything else lol

tame lion
#

so first time upload to perforce here...lol should i not have added my binaries directory?

#

seems to be taking quite a while just getting through that folder, not sure if this has to sync the binaries folder every time or just the first, like how often do the files change in the Binaries folder i guess

tame lion
#

so i decided not to add the binaries folder to my repo

#

but now i can't open my project by building from visual studio or by launching from epic editor

#

unable to access the binary files

#

1>UnrealBuildTool : error : System.UnauthorizedAccessException: Access to the path 'C:\Users\mark\Documents\Unreal Projects\RPG\Binaries\Win64\RPGEditor.target' is denied.

tame lion
#

ugh, i even deleted my perforce workspace and still can't build my project :/

neat grotto
#

@tame lion I assume you're using a custom engine build alongside the project?

tame lion
#

I am not

#

i've just never used perforce before

#

lmao

neat grotto
#

Ohh.

tame lion
#

very familiar with git

neat grotto
#

Oh! Sorry I misread your file path.

tame lion
#

so maybe i'm thinking of this workflow weird

neat grotto
#

I totally feel you.

tame lion
#

i deleted my workspace tried to compile, still didn't work so i recreate my workspace and pointed to my project and now they're not synced up right and still can't compile

#

lol

neat grotto
#

I used GitHub for years before learning Perforce.

tame lion
#

driving me crazy, now i can't work on my project tonight until i fix this

#

same

neat grotto
#

I've been using Perforce since 2014.

#

I still have trouble using it. ๐Ÿ˜›

tame lion
#

lmao

neat grotto
#

One sec, let me fetch my p4ignore. I think we ignore binaries, too.

tame lion
#

i have binaries in my ignore

#

but for some reason i still don't have access to the file when it tries to compile in VS

#

even juust tryig to launch the editor directly can't launch cause access to that folder is denied i believe

neat grotto
#

You weren't initially ignoring Binaries, right?

tame lion
#

nope

neat grotto
#

Did you ever submit that directory to the depot?

#

Before deciding to ignore it?

tame lion
#

i did do 1 submit

#

before i ignored it

neat grotto
#

OK, then that directory is probably still set to Read-only.

#

Perforce doesn't automatically do that when you ignore a directory that was previously versioned, iirc.

tame lion
#

yup

#

i feel so slow

#

#hateWindows

neat grotto
#

Go to the folder properties in Explorer and turn off the read-only flag, then try building again.

tame lion
#

yeaaaaa

#

that fixed it

#

so i think i should nuke my repo

neat grotto
#

\o/

tame lion
#

my depot*

#

damn perforce terminology

#

then recreate my workspace and depot and map them

#

cause i already deleted my workspace and can't get them pushing and pulling properly lol

neat grotto
#

If you're still experimenting and haven't made any significant progress, then yeah, feel free to nuke and start over. Unless you don't mind polluting your version history with a bunch of "figuring this shit out" commits. lol

#

Dude, coming from Git, the whole workspace paradigm can take a long time to wrap your head around.

tame lion
#

no no, not nuke my project

#

like

#

i'm experimenting with perforce

neat grotto
#

Yeah, I meant nuke the depot. lol

tame lion
#

i don't care bout commit history

#

oh ok

#

i had having COMMIT TEST all over lol

#

*hate having

#

i like clean changelogs

neat grotto
#

Same.

tame lion
#

#OCD

neat grotto
#

lol

tame lion
#

how do i go about nuking my depot lol

neat grotto
#

P4Admin is the easiest way I know.

tame lion
#

oh ok

#

i was trying to do it from p4v

#

like a scrub

#

i know i saw it a bit ago, probably when i was poking around in p4admin lol

neat grotto
#

P4Admin > Depots tab > Right-click depot > Delete 'DepotName'

tame lion
#

done

#

i did obliterate

#

all revisions

#

so i didn't have to recreate debot

#

depot

#

fail

neat grotto
#

It should be called a devo.

#

So I can version it, and version it good.

tame lion
#

omg haha

#

OKAY

#

TAKE 2

#

don't do me dirty perforce

#

gotta upload my whole damn project again -.-

neat grotto
#

Hahah, good luck! It definitely takes getting used to.

tame lion
#

is there any way

#

to confirm my p4 ignore is working

#

it's called .p4ignore.txt and is in my project root

#

do i really need .txt