#source-control

1 messages ยท Page 36 of 1

tame lion
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i saw that in someones post online

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seems weird coming from .gitignore to .p4ignore.txt

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lol

neat grotto
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I don't think you need .txt... ๐Ÿค”

tame lion
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okay good cause that bothers me a bit lol

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don't i need to like p4 set ignore=

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or something

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command

neat grotto
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An easy way to verify it's working: in P4V, files that are versioned have a little icon over them displaying their status.

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Ignored ones don't.

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I should have annotated that... but anyway, in that screenshot, Binaries is ignored, Config is not.

tame lion
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buttttttt

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they were like that before

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like when i open a new workspace there is no special icons to begin with

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on ANY files

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cause i haven't added anything yet so that doesn't necessisarly tell me if the ignore file is working

neat grotto
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Oh shit, yeah. My method only works once you've submitted files to the depot.

tame lion
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๐Ÿค”

neat grotto
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There's some other obscure thing you can do. Trying to remember...

tame lion
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๐Ÿคฃ

neat grotto
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Did you tell Perforce to use the ignore file, btw?

tame lion
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maybe it automatically detects it by default

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i did previously

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but i just renamed it and took of the .txt

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how do i tell perforce to use the ignore file

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p4 set P4IGNORE=.p4ignore

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?

neat grotto
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Yeah.

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In the workspace root.

tame lion
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yea

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thats what i figured

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NOW i'll add my files

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and upload

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and HOPE....

neat grotto
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If you run p4 set with no arguments, it should return your config.

tame lion
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FFS

neat grotto
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If the p4ignore is being used, it'll show there.

tame lion
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i was wondering how to do that

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i was just p4 get

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LOL

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*i was trying

neat grotto
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lol

tame lion
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should i not use my super user

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in p4v i'm logged in with the user "mark-rodgers"

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in p4admin i'm logged in with super cause admin rights

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i created a user for myself for just a regular user

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but looking at my config it says i'm logged in with super

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so i'm thinking i should fix that in the config...

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not sure if the config is project specific like git or global

neat grotto
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I think it's project specific.

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How much have you been doing from the command line?

tame lion
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just config

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set stuff

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i've been doing everything in p4v and p4admin

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which is funny cause git it's the opposite i'm like CLI only for git lol

neat grotto
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Hm, OK never mind. My user is set the same globally it seems.

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I popped open a blank prompt and ran p4 set outside the workspace root and it still shows the same user logged in.

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So I think you do want to set that.

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How confusing!

tame lion
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but i mean i should set it to mark-rodgers

neat grotto
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Especially if P4V is logged in via your normal user, not super.

tame lion
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the normal user

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not the admin user

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p4v is logged in with normal user

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so I THINK i would want the global config and p4v using the same user

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and p4admin it just remembers my super user

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so i think that doesn't use the p4 config

neat grotto
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I think you're fine as long as you're logged into the correct user in P4V.

tame lion
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# Ignore VS stuff
.vs/


# Ignore generated folders
Binaries/*
Build/*
Intermediate/*
DerivedDataCache/*
Saved/*
neat grotto
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But I don't interact with Perforce on the command line often. Might need a second opinion on that.

tame lion
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should i also ignore RPG.sln, RPG.VC.db ?

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i should only upload what i have select here and ignore everything else right?

neat grotto
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That's a good question! I don't use Visual Studio for any of my games so I'm uncertain.

tame lion
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hmm

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mk

neat grotto
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I know a guy with a good tutorial on submitting source builds to Perforce, but I don't know if p4ignore should differ much between source/non-source builds.

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Otherwise I'd say take a look at his.

tame lion
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i debated using a source build

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but i figured i don't need to waste time on that lolol

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cause i doubt i'll make any changes to engine source

neat grotto
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Hm... GitHub has a good gitignore for UE4 projects. Perhaps that would be a good template? I can't think of a good reason why it would be different for Perforce.

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It's all version control.

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Seems like a solid ignore file.

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I don't remember how much if the syntax translates.

tame lion
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i read p4ignore support git syntax

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so i think it would all transfer but i'm not sure

neat grotto
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This is the thing that got me learning Perforce for UE4 projects: many small, nuanced differences in terminology and syntax from Git.

tame lion
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yea so far i've noticed

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revisions / commits

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depots / repots

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*repos

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lol

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I blame perforce for my poor spelling tonight

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yea imma try this gitignore into my p4ignore

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and see what happens lol

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i've spent all night messing with perforce and 0 time working lol

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so if i do an add on my whole project

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it shouldn't upload anything from my ignore

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i hope

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yessssssss

neat grotto
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Nice! Success.

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Been there, man. Setting Perforce usually means a day of no progress on the project itself. lol

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Setting up Perforce is like the first night of a D&D campaign where everyone creates their characters.

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It basically takes the whole night and it's assumed you won't actually play until the next time.

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๐Ÿ˜†

tame lion
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๐Ÿ˜‚๐Ÿ˜‚

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Sad fact I bought all the core 5e books and have never played dnd

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The 3 main books, not the addons

neat grotto
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I still haven't played 5th edition. Sounds pretty cool, though.

tame lion
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Canโ€™t find friends who are interested in playing and donโ€™t flake lolol

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I havenโ€™t played any edition

neat grotto
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It's fun if you get a good group going.

tame lion
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I bought the books WANTING to play

neat grotto
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But as you've discovered, that's easier said than done.

tame lion
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Yea my brother in-law has been playin dnd for like 10 years

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But he doesnโ€™t play anymore. Group differences haha

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#adultLifestyleDifferences

neat grotto
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Agh, figures.

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Anyway, good luck with Perforce! If I'm around I'll try to help when I can.

tame lion
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thanks!

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man i got soooo lucky i backed up my project before doing this perforce stuff

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for some reason my whole src directory is empty in the workspace XD

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man and all my .uassets inside my Content folder was gone, SO GLAD I MADE A BACKUP. literally almost just lost all my assets, blueprints, and code lol

shut rain
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Hey, it's been a while since I last used Perforce, and I'm wondering how to go about adding a new depot? It seems like I'm missing something obvious, but I just can't figure out how to do it...

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(I'd preferably do it through the P4V/P4Admin visual tools instead of through command prompt, but either way would be fine)

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Finally figured it out, in P4Admin you have to right-click an already existing depot to create a new one, just right clicking anywhere else in the depot list view gives no menu

dusk dove
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interesting, how did you manage to empty the folders? that didn't happen when I set up ours

buoyant ice
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Shouldn't happen unless you accidentally obliterate something or perhaps didn't add the source to the repo then moved the repo directory?

south plover
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hey guys, i am currently trying to setup perforce on a 16.04 ubuntu server. I have access via putty and now i have to install the perforce server on it. perforce directs me to this site:

dusk dove
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what is the problem?

south plover
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but i dont know why i have to create i file and stuff, why is there no wget link to get the installation i need

dusk dove
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it's to make it install using the package manager

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for auto updates and stuff

south plover
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it does not work

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deb: command not found

dusk dove
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you're not meant to run a command

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you're meant to create a file with that line as the content

south plover
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... ok so i have to look how to create file first?

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wait, so i have to create the directories first, then the file, and then somehow open the file and put that line in??

dusk dove
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I'm not very good with linux stuff but you should be able to just do sth like echo "deb http://package.perforce.com/apt/ubuntu/ xenial release" > /etc/apt/sources.list.d/perforce.list

south plover
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thank you, i will try that ๐Ÿ˜ƒ

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and how can i check if the line is actually in ?

iron bronze
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cat /etc/apt/sources.list.d/perforce.list

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then run apt-get update

south plover
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i did that, and then this sudo apt-get install helix-p4d

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package not found

south plover
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ok, its working now, thanks guys ๐Ÿ˜ƒ

tame lion
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definitely gonna check this out for my teams private discord

dusk dove
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interesting

winged tiger
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Anyone have any luck with setting up read only users in perforce?

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When I set the permissions for the user to only read it still shows them as having write level access

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hmm I guess write overrides only read. Kind of thought it would be the other way around.

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I will just use no write instead

tame lion
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great resource i just came across

lean stratus
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So, sorry to bother whomever responds to this, but I have perforce set up, but the person trying to connect cannot apparently see the source control in the editor, despite being able to download files, and i can see him with the admin, he has โ€œwriteโ€. Am i doing something wrong or is he? Thanks very much!

tame lion
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did he create a local workspace and map it to the depot and his local project dir?

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and tell the editor to use that workspace, and username

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he can type p4 set in his command line and it should hope diagnose issues, he should have his login and all that configured in p4

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*help diagnose

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@lean stratus

lean stratus
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thanks

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i will see if he has done that

lean stratus
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@tame lion

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Yes

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But he still gets errors

tame lion
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Whatโ€™s the error?

lean stratus
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Yet i did not check that file out

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And had his permissions set to write

buoyant ice
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Make sure you are logged into p4

lean stratus
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We both were, is there maybe an issue with the game files?

halcyon reef
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has anyone here tried running a Git VCS outside of the editor itself?

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I am not a huge fan of the workflow you gotta get used to within the editor, and it still demands that you do the pushes manually, so I was thinking about making a few scripts to automate the commit and push cycle and completely circumvent the editor itself

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I heard about people doing that over at the Borealis project, just adding all the .uasset files and foler structure, as well as some project necessary files

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wanted to hear your thoughts on it

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also for some advice. I know I need to commit the entire Content folder and the project file itself, but I am unsure about the Saved and Config folders?

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Pretty sure the Intermediate one is unnecessary

brittle raft
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@halcyon reef Intermediary, Saved should never be saved

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Source, Content, Config should

halcyon reef
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Alright, thank you @brittle raft ๐Ÿ˜„

buoyant ice
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Anyone who has successfully used UGS gotten the binary client zip to work?

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er binary editor distribution? Seems to always want to compile and not seeing the binary. Maybe it needs the meta data server to work?

prisma dock
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I have just setup my first Unreal project under source control, realized that "Source" and "Contents" folders are not included... Any idea why this happens?

jolly fog
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the version 4.19.2 works with visual studio 2015

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i canยดt generate my code to use visual studio 2017

prisma dock
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Ok never mind, stupid me the folders are included...

wooden tapir
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@halcyon reef I always use git outside of my projects. It's fine ( but lacks the ability to merge binaries like uassets...) And I have a pretty .gitignore that'll get only the necessary files .

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And also I love typing "git push " in a terminal

neat grotto
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I use GitHub Desktop when I use Git for UE4 projects.

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It's streamlined, easy to use, and makes it easy to pop into a terminal when you need to do more advanced operations.

indigo gazelle
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you don't get street cred if you don't use terminals

fiery prism
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I thought that was only if you preferred terminals

dawn kindle
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Hi all, anyone using Plastic plugin with 4.20 yet? Not compiling for me,

shut rain
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I'm trying to install P4V on a new computer, but keep getting this error even after restarting multiple times... Anyone know why/how I can fix this?

halcyon reef
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@wooden tapir I'm aware of the lack of binary merging (not that that will ever be a thing?). How do you generally handle that when working with other people? Do you make sure not to touch the same assets or always overwrite? I kind of want to not use the built-in Git tools of the unreal engine, not a big fan of the way the checkout fiddlyness with each asset is. Hard to get into

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@indigo gazelle @fiery prism nobody gets any street cred until you build your games in assembly ๐Ÿ˜‰

iron bronze
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@halcyon reef locking files (which can be set automatically each type you check out with perforce) prevents other users from editing the same file as you. They can still overwrite but they'll lose their changes once you submit.

halcyon reef
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Thanks for the tip @iron bronze , but :"I kind of want to not use the built-in Git tools of the unreal engine"

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also, I'm using git

iron bronze
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oh sorry my bad, you can't lock files with git (but AFAIK with Git LFS you may be able to do so)

halcyon reef
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๐Ÿ˜‰ . Also I had the impression git LFS was simply to quickly transfer large files?

dusk dove
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don't use lfs locks if you want to keep your sanity

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that shit will lock 1 file at a time and spend 5 seconds on each command

halcyon reef
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oh boy, strict work-regime will be employed then

dusk dove
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we just use perforce now

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lightning fast locks

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great editor integration

halcyon reef
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but a pain to set up... and a little bit too expensive to pay for simple hosting for

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at least when it comes to hobby projects

dusk dove
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meh you can put it on a $5 linode server and it works

halcyon reef
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I'm proficient with git in general, use it in my everyday job

dusk dove
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the p4d service is extremely efficient

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I like git a lot more for code

halcyon reef
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indeed, that is what it is meant for

dusk dove
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but ๐Ÿคท lfs is so terrible compared to perforce that it's not really an option for an unreal project with 1000 binary files

halcyon reef
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well no, and that starts costing money too when you want anything more than like 1 gig of storage

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how much of a hassle is setting up a perforce server on linode?

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one click install?

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๐Ÿ˜›

dusk dove
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not a one click install but won't take you more than a few hours either

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basically you install the package, set some config variables, start it, create a user, set some security commands

halcyon reef
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hm, might be better than risk letting my terminal-shy designer corrupt the git repo...

dusk dove
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you also need to worry about backups

halcyon reef
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with perforce? Or git?

dusk dove
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when running your own p4 server

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since now all that is on you

halcyon reef
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shouldn't be too bad

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I was gonna do it manually in the git anyway, take care of all branching

dusk dove
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also have to keep in mind that perforce gets ridiculous expensive past 5 users

halcyon reef
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we're only 3 so that won't be an issue

dusk dove
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up to 5 is free

halcyon reef
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does it cost at all with small teams?

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oh right

dusk dove
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then it becomes $400/user/year which is like wat level pricing

halcyon reef
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well if you have a successful-ish company making games that's a small cost to swallow :T

dusk dove
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I guess

halcyon reef
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I just wish it was as simple as with Unity. Slap it in dropbox and sync, have yet to have a project that breaks because of it

dusk dove
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I mean you can do that with unreal too if you're working alone

halcyon reef
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"alone" being the key-word ๐Ÿ˜‰

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I didn't with Unity

dusk dove
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but using that with more than one person is a terrible idea for any project regardless of what engine

halcyon reef
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of course it's a terrible idea, but it worked so far ๐Ÿคท

dusk dove
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no locks, so your changes may randomly get overwritten by someone else, no way to merge code, ...

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it's really no replacement for proper version control

halcyon reef
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lol no, but for little game jams that could work

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dropbox does create lock files though, so you can't work simultaneously

dusk dove
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oh

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didn't know that was a thing there

halcyon reef
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I mean sure there's a corner case if you both open up at the same time

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but then one of you will be kicked off

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yeah it creates a filename.lock that gets synced, and prevents changes to the file it matches

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rudimentary, but works

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I guess asset pipeline work is different though. We tended to have a designer to sprites while I wrote code and built levels meanwhile. Changes would appear instantly

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but in Unreal you gotta re-import, or so I understand

dusk dove
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yeah unreal doesn't like when you modify its stuff while it runs

halcyon reef
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indeed it does not

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makes rapid development like that not really work. Takes AAAGES to open up

dusk dove
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gotta put everything on m.2 ssd

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takes 10 seconds for me to re-open the editor

halcyon reef
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yes but $$$, that's a lot of money per gigabyte

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though I think keeping it on the 5400rpm disk drive maybe wasn't the smartest....

dusk dove
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I think epic just have so much money everyone working there has the best workstation pc they can build, so they don't care/notice how poorly it runs on slower systems

halcyon reef
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probably not. I mean I don't run a bad system, but I also don't have a lot of SSD's. I suppose that is why Unreal engine really doesn't accommodate well for budget VCS

dusk dove
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yeah

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they just use perforce for everything

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so all the workflows in unreal are designed for perforce

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and the integration actually works well

halcyon reef
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is there a lot of fiddling around with perforce for file control?

dusk dove
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wym by file control?

halcyon reef
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locking assets and such

dusk dove
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the editor integration does that automatically when you edit stuff

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you can also submit asset changes from the editor

halcyon reef
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it pushes it to the server automatically?

dusk dove
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well it can if you click the button to do that

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it's not meant to work like real time sync

halcyon reef
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That's what I hated about the git integration, having to right-click the folders/files to "checkout" and lock, make changes and then commit. Only to make the push to repo outside the engine

dusk dove
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yeah the git integration is somewhat ๐Ÿšฎ in comparison

halcyon reef
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I think my d key is breaking down...

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good to hear, and, well, not good :T

dusk dove
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basically if you edit an asset and save it

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it will automatically check it out

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and prevent others from editing it

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then when you're done you click submit at the top

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and it automatically submits all assets you checked out

halcyon reef
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right, cool

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what about simultaneous work? What happens with conflicts?

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does it pull down changes while you work?

dusk dove
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locking prevents conflicts from happening

halcyon reef
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but it's still a manual thing?

dusk dove
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c++ code you gotta handle manually with p4 commands or p4v

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it can merge and resolve those just like git

halcyon reef
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right

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But you do have to lock the files manually?

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Or will it do that when it checks out the file

dusk dove
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oh

halcyon reef
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asset, I should say

dusk dove
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checking out file = locks it so only you can edit it and makes it writable

halcyon reef
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ohhhh

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ok, great

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hey, thanks a lot for answering my barriage of questions

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very helpful to talk to someone directly ^^

wooden tapir
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@halcyon reef to avoid conflict we extensively use submodules and branches.

dusk dove
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how would that help you prevent conflicts in binary assets?

halcyon reef
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more .uasset files I presume

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so, not in binary assets, but with binary assets

dusk dove
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not sure what you mean

manic surge
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how should we handle a custom source build engine with perforce? what files do we need to distribute to others? is engine\source and engine\plugins enough?

neat grotto
manic surge
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@neat grotto thanks

winged tiger
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How do you guys handle perforce branching with jenkins? I'm looking to create a qa/prod setup. Do you create 2 separate jenkins jobs? How do you point the jenkins jobs to different perforce branches?

jolly fog
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i switched from git to perforce, but i cannot get the P4IGNORE working. Has anyone set up a ignorefile for perforce?

winged tiger
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@jolly fog There is mine^

iron bronze
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@winged tiger My guess is you'll need to setup 2 jobs, with 2 different workspaces mappings for your jenkins p4 user

winged tiger
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Okay, that is what I have been thinking too ๐Ÿ˜ƒ

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So right now I don't have any perforce branches. I want to setup a qa and production branch. Would I just create 1 branch for qa by right clicking the root and doing branch files? Or would it be better to create a new qa branch for every version?

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Just hoping to see how someone else has their qa/prod branches setup

iron bronze
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Nowadays people prefer using Streams in Perforce instead of Branches

winged tiger
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Ahh I've heard of those, but they sounded complicated. I'll give them a read now โค

winged tiger
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@iron bronze So you create a new dev stream for every version? And your artists/etc. have to be trained to change over and submit to the correct stream?

jolly fog
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Is there a way to filter assets by "mark for add" when using p4? It would be great for asset reviews before a submit.

winged tiger
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You can sort by pending action. But idk how to filter by that.

jolly fog
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To clarify, I meant in UE4

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Not in P4V

dusk dove
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damn reverting 800 assets sure is taking its time

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how can it be this slow though

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it's taking far longer than syncing those assets would have taken

winged tiger
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Does the unreal perforce integration support streams?

jolly fog
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im using p4 set P4IGNORE=.p4ignore to set the file

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but when i Reconcile Offline Work, it wants to add all files, even the ones to be ignored

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as far as i know there should be a popup saying "There are no files that need to be reconciled."

winged tiger
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Ahh yeah you are right, I'm seeing that same behavior when I do a reconcile

jolly fog
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is this expected? i dont want to submit 110000 files ๐Ÿ˜ฎ

dusk dove
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๐Ÿค”

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reconcile is respecting the ignore file for me

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like that's obviously what it's for

#
# 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
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yours are missing the * at the end of folders

jolly fog
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thank you! that was the problem, now its working

winged tiger
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Awesome, I'll update mine too ๐Ÿ˜ƒ

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Are you using streams Zeblote?

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@dusk dove So why don't you have the * at the end of the .vs folder?

dusk dove
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๐Ÿค”

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that is a good question...

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no, I don't know what a stream is tbh

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it's like a branch right?

winged tiger
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ahh okay, it's an alternative branching method

dusk dove
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now it makes me wonder why it works for hiding the .vs file without the *

winged tiger
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right ^ hmmm

iron bronze
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@winged tiger Usually (depending on your team size) you'll need one "dev" stream for programmers and one "main" stream for artists & designers

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qa get builds from the CIS (Jenkins, Teamcity) and promotes them if stable enough

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they push the build to the production floor

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and integrate the changes from dev stream to main stream

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that way artists always have the most stable code to work from

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and devs can submit experimental stuff without any nasty side effect for the rest of the team

winged tiger
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That makes a ton of sense ๐Ÿ˜ƒ So the UE4 editor perforce integration works okay with the main stream?

iron bronze
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yup, since the mapping is done at workspace level you're good to go ๐Ÿ˜ƒ

winged tiger
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So you don't actually create "release" streams? Or do you have those as well?

iron bronze
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you're right it's a good habit to have release stream as well

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so your team can work on non critical fixes for the main stream

winged tiger
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Do you create a new release stream per version or just use a single one for all of them?

iron bronze
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and also fix critical bugs in the release stream

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(qa will later integrate those critical fixes to the main stream)

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up to you ๐Ÿ˜ƒ

winged tiger
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ahh okay tbh I like to keep things more simple. I'm the only coder on my project right now but we have artists, sound designers, etc. that also make changes. But we are running an alpha so I need to get a proper QA environment in place so everything isn't just getting pushed to prod right away.

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Thank you for taking the time to explain this to me โค

neat grotto
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My game is still using a legacy depot. ๐Ÿ˜“

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I would have migrated by now, but I'm not sure the benefits of streams are worthwhile. There's only two of us working on the project.

winged tiger
#

Does anyone know how to populate a stream from p4v?

iron bronze
#

Double check the contents of your workspace

winged tiger
#

okay so do it from the command line instead? I haven't been able to get it working with copy or brach/integrate from p4v

#

Okay yeah p4 populate //depot/... //omniwar/main/... looks to have worked

winged tiger
#

Do all of my devs have to re-sync the entire repo now that I switched over to streams? Or is there a way to attach their existing workspace to the new stream instead?

iron bronze
#

They can just edit their workspace (or you can do it for them) to map it to the new stream. Make sure they shelved or reverted any opened file.

winged tiger
#

Thank you! ๐Ÿ˜ƒ

willow crescent
#

for anyone using perforce: how do I create a workspace using an existing project directory without creating a brand new duplicate? I tried setting it to my existing project and it just re-created the root folder inside the root folder, doubling the size of the whole thing

iron bronze
#

Check your workspace mappings @willow crescent you might have an extra folder set

willow crescent
#

@iron bronze

#

I'm trying to host it locally, basically take my existing engine folder (source) with the project in it

#

And let others access it

#

I tried setting that 4.19PC folder as the root (which is the engine root)

#

And the structure I ended up with after 2-3 hours was "4.19PC\4.19PC"

#

@lucid plaza Perforce

iron bronze
#

@sinn show me your workspace mapping

willow crescent
#

@iron bronze

#

this is how I tried to set it up

#

any obvious issues?

iron bronze
#

Looks good to me

willow crescent
iron bronze
#

Click no

#

And it should work as intended

#

I reckon this dialog is quite scary though ๐Ÿ˜

willow crescent
#

Yeah ๐Ÿ˜‚

#

@iron bronze I actually did click No yesterday

#

Went through a few more prompts and clicked "Start"

iron bronze
#

Start?

willow crescent
#

Took a few hours for it to 'upload' everything to the 'server' but really it was just making a new folder

#

Inside the folder

#

Yeah

#

This is what happens next

#

So I added the 4.19 folder here as well

#

"Number of files to copy" increased to match the size of the engine root and everything in it

#

Then after this, it created a new 4.19 folder inside the 4.19 folder I set as my workspace, duplicating 115gb for no reason (which I assume doesn't need to happen)

dusk dove
#

115GB? ๐Ÿค”

#

are you uploading the engine intermediate folder or how is it so massive :D

willow crescent
#

Yeah, everything. I assumed someone could connect to the workspace and use the same engine I'm using with the same modifications

#

so the workspace = the engine root with the project in it (not a blank project)

dusk dove
#

you don't need to sync everything though

#

there is a looooot of garbage in the intermediate folder that noone but you can use

#

syncing everything might not even work because it likes to write to those files

willow crescent
#

Fair enough, I can delete the temp files in the engine + project folders but I'm still stuck with a duplicate of the engine folder inside the engine folder

#

4.19PC\4.19PC

#

A 115gb engine root and project inside with a 115gb engine root inside the engine root and a project inside that as well, everything duplicated

#

Is it not possible to just use an existing directory as the server / workspace?

dusk dove
#

when I set it up I just made a workspace somewhere, set up the ignore and typemap, then moved the project contents back in there and used reconcile to pick everything up

willow crescent
#

hmm

#

so you set up a blank workspace and then populated it with your project files?

dusk dove
#

yeah

#

just rename the project something else

#

make workspace in same location

#

delete blank folder it made, rename project back

#

reconcile

#

done

willow crescent
#

I can do this with the engine root instead of the project root?

dusk dove
#

I mean sure why not

willow crescent
#

you said you set up the ignore and typemap, I was told about this briefly

#

to ignore certain folders that might break the process later on

dusk dove
#

I don't have the engine in perforce so idk what your ignore should look like for that part

#

I vaguely remember someone having a guide up somewhere

willow crescent
#

Perfect, thank you

simple pivot
#

Hello, can someone recommend me a good gitignore? Right now im using this one but idk if its correct

dusk dove
#

that one is bad and has a ton of crap in it noone needs anymore

simple pivot
#

I'm not using git with unreal, i do it the classic way

#

Can you recommend me a good one?

dusk dove
#
# 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
#

ours

simple pivot
#

I assume i must change Brickadia.sln with my projectname.sln

#

any more changes?

dusk dove
#

if you use more platforms than linux and windows you'll need to figure out what other folders to un-ignore for the icons

simple pivot
#

Also why mine is bad?

dusk dove
#

it has things in it like this

#

(what)

#

and completely ignores all binaries, instead of just the folders where unreal keeps them

#

which might not be the intention - i.e. we have thirdparty folders with .libs in them that must be kept

simple pivot
#

thankyou, let me put it and commit

#

may i delete all the folders that are ignored

#

?

dusk dove
#

you can delete all of the ignored folders

#

they only contain generated data

#

that can be re-generated

simple pivot
#

I've deleted like 5GB in generated data xDD

#

ty

dusk dove
#

keep in mind you need that data to actually work with the project so it will just re-generate it now

simple pivot
#

yes, yes but i wanted to push a clean repo

dusk dove
#

I mean

#

with the ignore file it will still do that

#

regardless of if you have that stuff locally

sweet jay
#

Having issues with perforce thinking that some files are ignored, although they are clearly not in the ignore file. We're running a custom engine build and the folder Engine/Plugins/MovieScene/ refuses to add the UE4Editor-* binaries. Every other plugin in the Plugins/ folder works fine, but this MovieScene plugin in particular is causing issues. I tried manually overriding the ignore for these files with !UE4Editor.* !UE4Editor-*.dll !UE4Editor-*.lib
but am having no luck. I can force add as a last resort, but I would rather find the cause of this strange behavior.

sweet jay
#

Found it, there's a .p4ignore in MovieScene/ that ignores the Binaries/ folder.

willow crescent
#

Is this an actual performance issue I should be worried about in-engine?

#

(Using perforce)

smoky trench
#

Not P4 related, that's about having a shared DDC

#

mostly as a hint that you're working in a team so it's advised to use one

lilac aspen
#

there's a setting in the Editor Preferences to turn that warning off

willow crescent
#

@smoky trench I wasn't able to find anything on how to enable shared DDC, can you point me in the right direction?

simple pivot
#

Hi, this is not exactly a source control question but its somehow related. Yesterday I changed my gitignore to the one i attach in this message, since i'm new to git i decided to delete all the local folders that gitignore ignores (since they can be regenerated) and all works as expected but every time i open the project i receive this error: "... Can't find file for asset. /Script/EnvironmentQueryEditor", thats a EQS related error

#

I have EQS activated on the project settings and all the game seems to be using it, also i tried to package the game and its working

#

but i would want to stop receiving this error since idk whats wrong... I've tried to regenerate the VS project file but nothing changes

runic bay
#

I have a question to ask. I'm looking for the best way to utilize Unreal Engine 4.19 source control. The only thing I have to add is that I need to have it setup by the first of August. I've been trying to get Git setup for this process but, I'm hit with my files being too big to upload even in a public domain. In addition the LFS doesn't seem to work on my project. I was hoping to get advice on what the best approach to this problem is. I have a budget of $100 for about 3 of us working on the project in total. Thank you for reading this.

simple pivot
#

@runic bay I run my own remote server. I can clone the full project in minutes (+30GB) and i dont need to care about private repositories etc..

haughty ember
#

@lilac aspen please do tell everyone how to turn it off

#

Definitely should be a PSA

#

Actually. Shouldn't even be on by default

#

(or turns off forever after you hit dismiss)

#

Who's used both the old 20/20 servers and the newest Perforce edition servers?

How big of a difference in performance/usability are we talking about here?

faint copper
#

is there anyone willing to walk me through how to set up source control?

iron bronze
#

@haughty ember I've used both, in terms of performance it's very similar. There are a couple of vulnerabilities fixed since though.

haughty ember
#

Mehm not too worried about vulnerabilities @iron bronze

#

More about $$$ and speed at this point

#

Trash Assembla is well trash

#

It was fine until release because easy to setup and stuff. But time to move to greener pastures

iron bronze
#

If you could get ahold of a 20/20 server then just do it :)

#

You can protect it behind a vpn anyway

#

Or a ssh tunnel

earnest snow
#

Does anyone have any tutorials or anything on enabling Git LFS for an Unreal project with a repo on Gitlab?

waxen yew
#

Yeah, it's one command. One sec

drowsy marsh
#

LOL same costume for $14 on ebay

haughty vault
#

wrong channel

elder shell
#

what do you guys use for source control for projects as big as 40 gb

dusk dove
#

perforce can handle that easily

trail ridge
runic bay
#

@simple pivot we would be constant pulling from one of each other we are preparing for a 48HR animation JAM. So it would be in constant use

simple pivot
#

no problem. you can run a local git server from a separate computer or even one of the computers you are going to use. Its pretty efficient (more than github)

elder shell
#

@dusk dove that would be local perforce... correct? What solutions are there for cloud based perforce?

dusk dove
#

get a server somewhere and put a perforce on it

#

there are no pre-made solutions for it

smoky trench
dusk dove
#

assembla is a scam

runic bay
#

would this just be a regular computer wired up to the net?

dusk dove
#

that'd work

#

but unless you got a really solid internet connection it would be fairly slow for everyone else

#

you can use any vps for it

#

as long as it got enough space

jolly fog
#

@trail ridge nice poll. i googled it to view results ๐Ÿ˜›

trail ridge
noble knoll
#

@dusk dove sadly, lately most VPS use a ssd, and they have super low disk space

#

i remember getting much more space per dollar of VPS a few years ago

desert willow
#

hey anyone know with SVN tortoise how to force your local copy over the server copy?

sweet jay
#

How do I force p4 to update my file permissions after changing the typemap to make a specific extension writable?

dusk dove
#

the typemap thing is only a template to use for files being newly added

#

you gotta update the filetype on all already existing ones

sweet jay
#

Ugh that's a pain, thanks for the info @dusk dove

midnight zodiac
iron bronze
#

wrong channel @midnight zodiac ;p

haughty ember
#

Garbage Assembla

#

Servers down again

red gazelle
#

Is there some place where I can read about setting up a github project with Unreal Engine 4, without downloading source? Because when I search for it I only get the source code instructions.
What I want to know is just what I should include in a github project so others can download it and also work with it, without extensive setup.

I imagine I can put the assets somewhere else, but at least a setup where I can code with one other developer would be nice ๐Ÿ˜ƒ

#

So I make a project through the launcher.
I want to make the initial commit. What should I include?

iron bronze
#

@red gazelle YourProject/Source + YourProject/Config + YourProject.uproject should be enough

red gazelle
#

Ah, alright.

#

Thanks

brittle raft
#

Not to mention Content obviously, PLugins if you have some

iron bronze
#

@brittle raft he'd like to store content elsewhere if I'm not mistaken

red gazelle
#

Like

#

Wouldn't it make sense to keep models and materials and such separate?

#

From the source?

#

Or should I just dump all of it on one repo?

#

I could imagine it growing in size

#

Quite fast

#

@brittle raft What do you think?

uneven coral
#

does anyone do Perforce hosting for souce control?

#

our team is all across the country and not one of us has great upload speeds

dusk dove
#

just rent a vps somewhere and put the perforce server on it

#

you basically only have to worry about disk space and bandwidth for the server, perforce is very efficient

long mural
#

how can i setup Perforce so that artists don't need to compile any source code changes?

#

cause atm even including the compiled DLL's tells them they need to recompile

neat grotto
#

I think it only works with source builds of the engine, though.

long mural
#

yeah thats fine, i tried using it but i couldn't get it towkr

#

to work*

#

i am using the source version of the engine

red gazelle
#

See I was thinking maybe getting perforce purely for the content folder

#

and then the rest from Github

#

I heard that PlasticSCM is supposed to be the mix of the two

#

but I haven't used it before

smoky trench
#

Don't do that to yourself that would be horrible to work with. Just use one or the other.
RE: Plastic, I haven't heard great things about it. I think?? a few people here have tried it and they walked to away hating the product. I will note that I haven't used it myself tho, so that's all hearsay

rose wave
#

Iโ€™ve never done it with Unreal, but I have worked with multiple SCM systems for a single project with other engines (perforce + SVN usually). Personally I donโ€™t recommend it other than as a last resort or there is a very logical separation of files (I.e, source file for 3D assets, psdโ€™s, audio sessions etc that are used to create content for the project, but are not actually content).

Perforce handles everything and these days Git plus LFS means that large binary files are less of an issue, so Iโ€™d just pick a single system and use it.

sweet jay
#

@long mural I managed to get what you're asking for working within my team without UGS, the key is to setup your typemap correctly to make binaries writable, then once the programmer is finished compiling you reconcile offline work and submit changed. I can't show you my exact setup right now but it shouldn't be too hard to find something similar online

long mural
#

that's what i did, but it still asks them to compile saying modules changed

#

must be missing something

sweet jay
#

I bet your .modules are not being submitted. Those files identify file versions

long mural
#

could be

#

ill check

#

i removed the empty saves and intermediate folders

red gazelle
#

@smoky trench @rose wave Alright.
But then, how do you suggest keeping code and art separate? If I, a programmer, want to add some changes but I don't want to sit through Hundreds of Megabytes of art updates to do that, then what should I do?

#

Is that just how things are done? Suck it up kind of deal?

#

Also just a matter of making sure someone doesn't take the whole repo and run with it. I wouldn't really have money to follow through with legal action :c

iron bronze
#

@red gazelle you can deal with permissions at server level for that.

red gazelle
#

On the github server?

iron bronze
#

I'm curious though why you don't trust your collaborators

#

On Perforce server

red gazelle
#

Well I trust the people I work with right now, but I've been with them for years now

#

But it isn't unreasonable to believe we might bring on more people

#

People I don't know very well

iron bronze
#

Gotcha

#

So yes you can setup permissions so artists won't be able to sync the source code

#

And vice-versa

red gazelle
#

But only on perforce?

iron bronze
#

Yes, with Perforce (I've never tried that with Git, so I'll let someone else chime in)

red gazelle
#

Mkay

#

but I'm curious now, if jack or philmeup got some other things to say on it

neat grotto
#

@red gazelle If I understand your situation correctly, Perforce has a great solution in something called Virtual Streams.

#

A virtual stream allows you access to a designated subset of a repository, but commits are automatically pushed directly to the parent repository.

#

For example: I once set up a client with Unreal and Photoshop streams. If I'm just working on the Unreal project, I don't care about the huge Photoshop files the artists are working on. They would only slow me down.

#

So I create a workspace for the Unreal stream. I only ever see the Unreal project, but my work and the guy using the Photoshop stream both automatically commit up to the same repository.

#

It's a really nice system.

grizzled ginkgo
#

I agree, and the even if it is limit to 5 users on the free version, it still offers alot, but it can be a pain, to learn, but over all it saves alot of time in the end

neat grotto
#

The biggest pain is when your team grows. The free license only allows up to 20 workspaces to be created. Using virtual streams, you can go through those pretty quickly.

red gazelle
#

We are few so the free license should work

noble knoll
#

20?

#

wasnt it 5?

red gazelle
#

Just never heard of or used that

#

The streams

neat grotto
#

5 users, 20 workspaces. @noble knoll.

grizzled ginkgo
#

actaully some people did get the 20 users free account

noble knoll
#

ah

grizzled ginkgo
#

but that was a couple a years back

neat grotto
#

I believe it used to be 20 users or 1,000 files, whichever comes first.

grizzled ginkgo
#

yeah that is right, that was me, who was wrong on that part... my bad

neat grotto
#

Well, wait. More specifically it was a choice between:

  • 20 users and 20 workspaces, or
  • Unlimited users with up to 1,000 versioned files
#

Something like that. ๐Ÿ˜„

grizzled ginkgo
#

yep

neat grotto
#

Perforce is a robust and reliable product, but UI and UX have never been their strength.

grizzled ginkgo
#

you got a point there

neat grotto
#

But for many people, Git LFS just isn't there yet, so Perforce continues to dominate the game industry.

#

I would love to use GitHub to version my main game project, but right now the caveats aren't worth it.

#

I do use it for small projects like game jams, though.

dusk dove
#

and development of lfs is going slower than snail pace

#

I don't really understand why lfs should be a separate thing at all

#

it needs to be a core component of git to really work

#

none of this hooks nonsense

smoky trench
#

@red gazelle way i did it with perforce was set up a seperate stream for art assets. Then id make a virtual stream off of our mainline and used import+ to import the art assets into that virtual stream.

What this meant was artists would have their own mainline that allowed them to sync all core art assets and the project without requiring to have all those art files in the actual mainline.

Additionally because source art assets were in a seperate stream if developers wanted to work on art assets without syncing the project they could just create a workspace based on that source art stream and be good to go.

fierce flame
#

Heyhey, I have a gitignore set up to ignore files in Intermediate and Saved folders (and others but the gitignroe works fine there), yet whenever I open the project, Sourcetree (git client) shows I have these uncommitted changes:

#

I've tried adding dummy text files into the intermediate and saved folders and those are properly ignroed. I'm pretty new to source control so it may be something simple I just don't know

fierce flame
#

Fixed it, had to first remove tracking of those directories by using git rm -r --cached Intermediate/ and git rm -r --cached Saved/

rose wave
#

@red gazelle If your concern is about not allowing users to have access to some files then you can lock down permissions in Perforce. You can also setup views and streams as others have suggested which can limit what someone pulls when they get latest (perforce also allows you to selectively pull folders, so you could grab source but not content for example).

When Iโ€™ve worked with larger teams, weโ€™ve either just used a single repo or have asked artists to use SVN. My current project is only a 2 person team and it makes sense for us to commit into a single repo. Partially because we both want access to all resources but also as part of ensuring backups. If we both have a full copy of the project, plus the remote repo plus our regular automated backups, there is only a very small chance weโ€™ll ever have major data loss in case of disaster at any one point.

You need to decide whatโ€™s right for you. Maybe you need several repos which contractors can commit their own work to (which you have full access to a pull / clone regularly), but only contain the minimal resources required for them to do their role (I.e youโ€™re not giving them full access to everything by virtue of them not having any visibility on it).

Basically, figure out what you feel happy doing for security, smooth pipelines and time to manage the process and use that. There is no one-rule that fits all teams and projects.

elder shell
#

I am geting a warning everytime i get latest on perforce... saying cant clober writable file and it takes forever to pull because of this

#

any idea how to fix this?

lucid chasm
#

hey guys

#

how do i commit a local file manually?

#

ive tried using git bash (right click and open git bash, and type git commit) but that didnt work

#

this is what i end up and i cant do anything after that

long mural
#

what files need to be sent to allow designers to load the UE4 Editor without compiling source code

molten marsh
#

They need the project binaries

smoky trench
#

@elder shell Means you have your local files set to writeable. Check them out rather then changing their read/write settings locally

@lucid chasm You're in VIM. Wants you to type a commit message. You can skip opening vim by passing -m
e.g. git commit -m "My first commit"

lucid chasm
#

Thanks jack, that worked!

smoky trench
#

No worries ๐Ÿ˜ƒ

snow obsidian
#

Hello, all. Just so I can cut to the chase: is the Blueprint git merge tool still unusably broken? I'm using 4.19 and it still seems completely fubar. Does anyone have any insight into this that I haven't found? Thanks!

dusk dove
#

yes, it's broken

#

the entire git plugin is kinda

long mural
#

i sent the project files

#

binaries*

#

but they still can't run it

brittle raft
#

@long mural So, this is not super simple to do, especially if you're going to work together. The best course of action is to compile your work regularly, and push the compiled editor on the repo

#

Making sure it wasn't a hot reload build, or a debug build, or a non-editor build, etc

long mural
#

that's what i did

#

i don't hot-reload anyway and its set to Development Editor

brittle raft
#

It should work then. As long as they have the same engine etc

long mural
#

might be missing something i will double check, i only need to send the Binaries folder?

brittle raft
#

You don't even need all of that

#

Should have something like Binaries/Win64/UE4Editor-MyProject.dll

#

Just this one file should be enough

#

Might do the MyProject.exe too, if they want to run without editor

#

What's the issue when they try it ?

long mural
#

they get modules have changed, need to recompile prompt

brittle raft
#

Do you have plugins ?

long mural
#

only the engine plugins

#

no thirdparty

brittle raft
#

And which specific modules are missing ?

#

Should print the list

#

Your game module ?

long mural
#

hold on let me grab this into a another workspace

#

and see what pops up

brittle raft
#

Might look at the logs in Saved/Logs to check if something's off

#

I didn't test this myself so maybe there's something specific you need, but I really don't believe anything outside Binaries/<Platform> is useful

vague whale
#

hi i need some advice, i've somehow managed to create a content directory that is now 118gb which is a bit big ๐Ÿ˜ƒ

#

i was using a github with gitlfs

dusk dove
#

lfs will store every version of every file uncompressed

haughty ember
#

Viva Perforce

dusk dove
#

^

#

why is the ^ so tiny in discord tho

fiery prism
#

/\

dusk dove
#

*/*

brittle raft
#

โ†‘

fiery prism
#

โ†“n't

brittle raft
#

Though Git is fine.

fallen geyser
#

Git is fine if your game contains only the source code ๐Ÿ˜‰
P4 is free up to... 20 workspaces? ๐Ÿ˜ƒ

#

๐Ÿ˜›

molten marsh
#

5 Users 20 Workspaces

wheat patrol
#

Or 20 users, 20 workspaces on a version from 3 years ago if you reach back

molten marsh
#

Yeah if your happy doing that its certainly an option.

smoky trench
#

Didn't it also have a data limit tho?

molten marsh
#

Isnt that only if you exceed the free user limit?

smoky trench
#

Not sure IIRC it was just a set limit but could absolutely be wrong on that

jolly fog
#

hello guys

#

I downloaded xampp for phpmyadmin and I will cretae new data base for my register and login widgets in unreal but can you recomend me a video to watc-because I watched tis video but he use other program: https://www.youtube.com/watch?v=24NX8tBWKKM&ab_channel=CGGameDesign&MotionPictures=

dusk dove
#

that has nothing to do with source control

#

and, uh, you might not want to try making a login system while clearly having no idea what's going on

jolly fog
#

I have idea what to do but I want to look some videos

#

what is source control i thoung that this that I search is for here

jolly fog
#

source control that I ca understan frm the documentation is files for mods??

brittle raft
#

Source control is software like Git, Perforce, SVN etc - to store every change you make to your project, so that you can look at the full history even years later

#

It's how you work on software with other people

#

(It's how you work on software even alone really)

jolly fog
#

a and when you make a problem you can return??

brittle raft
#

Yeah

jolly fog
#

okay cool

#

@brittle raft my question for which section is??

brittle raft
#

Probably a web development forum

jolly fog
#

okay I will write them

hexed sandal
#

hey everyone - not a lot of experience with git etc, I just use github desktop to upload my stuff, but now I need to use LFS. I couldn't find anything about using it in GitHub desktop itself, so I tried using cmd prompt to install lfs and track *.uasset and *. umap and add gitatributes. but then I tried to publish the repository in github desktop again since it seemed that it would suplement each other. Basically I published it, and I see a bunch of uploaded stuff on my github repository, exept at least one file. But on my github desktop it just shows all the files as changed and I have absolutely no idea what to do anymore. I should maybe use just the cmd for all of it or?
Thanks for the patience for reading this ๐Ÿ˜ƒ

#

I have copied the error message from github desktop if that would help

vague whale
#

i use github with lfs it works just fine once you add in your assets

#

problem is now my project has 120gb of assets

indigo relic
#

hey

#

I have Build/* added to my .gitignore

#

but Build\Windows\FileOpenOrder\CookerOpenOrder.log is still being added

clever storm
#

Does anyone have a ton of experience with perforce AND git? I'd like to bounce a question off you.

dusk dove
#

just post your question

clever storm
#

I'm currently using perforce internally, and pushing some open source files to github, but it's a pretty manual process atm. I'm wondering what would be the best automation process to do this? I was going to look into perforce triggers to see if thats what i need to push content to git.

Basically i'm working on a workflow to update github from perforce

#

And i'm not sure what would be the "easy button" for this

vague whale
#

how to handle gigs of assets?

vague whale
#

i feel like i want to keep the code separated from the assets, but that also seems broken

iron bronze
clever storm
#

I am now. thanks, assuming I can use their other software(forgot name) to mirror P4 to Git and then use GitHelix

split ferry
#

Anyone know why a submitted file would lose all its vars

#

or why sometimes the engine stops submitting

clever storm
#

What source control are you using?

Usually BP's that have C++ base classes, and header files change, it wipes the config of said BP

granite narwhal
#

I dont suppose it's possible to use both SVN and Git at the same time inside the editor?

fiery prism
#

nah

granite narwhal
#

too bad

#

I need SVN for Repo, but I use Git as local history

clever storm
#

Use git locally, and create triggers to push to svn

granite narwhal
#

that wont really save time, as I can just svn push instead of git push using tortoise svn

#

i dont use git in UE for commits, only for diffs

#

but SVN in editor would make it easier for updating assets, which I dont care much about

rotund fiber
#

Hello. I have a question about 2K-4K textures. I have a 60mb material (png's and uasset files). Do I have to keep png's in the content folder after I use them in the material and engine creates uasset files? Also even if I have no file size limit on my VCS, with my upload speed it is impossible to work with these large files. What are you guys doing to overcome this problem? Not using 2K-4K textures?

rose wave
#

60mb seems very large even for 4K. You might want to check the compression settings if your png.

For VCS, can you just work with them offline or in a local repo? Itโ€™ll mean having to reconcile and/or push to the origin eventually, but at least you can do it when convenient without having slow processes whilst your working with those files.

dusk dove
#

unreal stores an uncompressed copy of the texture in the project

white shadow
#

I would have a question im thinking about going with the Perforce solution for source control. Can anybody recommend me any hosting site i could host the server on ?

wooden sinew
#

@white shadow Take a look at pinned messages in this chat, there are some options there

white shadow
#

oh diddnt see that thanks samuel

dusk dove
#

linode is good aswell

#

their servers are faster than digitalocean and vultr yet for some reason it's not as popular

stray palm
#

Is it common to use source control even with I dono graphic assets?

dusk dove
#

what?

white shadow
#

so i never used ubunto before with perfoce and im quite not sure what to do anymore(unexperienced in general with linux)

anybody can give me some closure how i would go about doing this ?

dusk dove
#

echo "deb http://package.perforce.com/apt/ubuntu/ xenial release" > /etc/apt/sources.list.d/perforce.list

white shadow
#

thank you so much!

#

just doing exactly as the installation guide on perforce says i should do it. Am i doing anything wrong directly ?

dusk dove
#

did you paste the $?

#

don't do that lol

white shadow
#

so just everything after the $

dusk dove
#

it's just some notation for "the stuff after this is a command"

white shadow
#

ohhh

#

Thank you everything works now!

slate pulsar
#

I need 5 min of someones time to walk me through github setup

#

I can screenshare and be done with this stinkin issue

median heart
#

I think you'll find your best bet is to just ask any questions you have here ๐Ÿ™‚

slate pulsar
#

Fair enough

#

It's a longer process to type it all out then to be asked and shown

#

But I will do my best @median heart

#

Soooo, I made a repo on githubs website. I installed git lfs and am using git bash to install it there as well and to make sure it's pointed in the right direction

#

So far I have source control working in UE4...but it's not pointed to the right folder

#

And now I fucked up my git bash by following a tutorial but now I can't get access to my stinkin right folder

#

I am frustrated so I must cool my jets haha

median heart
#

When you say "but it's not pointed to the right folder", you're going to have to be a bit more specific.

#

What are you expecting, what is it like currently?

slate pulsar
#

I will provide screen shots

#

I need it to be pointed to Scary-Game-2018 not ScaryGame2018

#

The game is made as ScaryGame2018 but the repo is in Scary-Game-2018

median heart
#

So the folder structure is simply D:\Unreal Projects\Scary-Game-2018?

slate pulsar
#

In order to pair with the git repo online I would think it needs to be connected to the Scary-Game-2018 folder?

median heart
#

You can name your local copy whatever you want.

#

Where is the .uproject in that folder?

#

It doesn't really seem like that's a full project folder, which is why I'm a bit confused.

slate pulsar
#

The .uproject file is in ScaryGame2018

median heart
#

Then that's the project folder, no?

slate pulsar
#

Yes?

#

lol dude if I could just screen share man, this would save more trouble

median heart
#

So you're trying to open a project in one folder and store it in another?

#

I'm not really following.

slate pulsar
#

Hence the screeeeeennnnnnsharrrreee haha

#

lol

#

Okay

#

SOOO

median heart
#

I'm on mobile.

#

I don't know what to tell you.

slate pulsar
#

SaveGame2018 is the main game project

#

And use gitdesktop to make sure it's working correctly

#

The repo in the git desktop is pointed to Scary-Game-2018 which is connected to the git online (where is stores the files)

median heart
#

Here's what I would do.

#

It sounds like ScaryGame2018 already has existing things in it, correct?

slate pulsar
#

Yes, its the project

median heart
#

Okay, then those two files in the remote repo are going to complicate things.

#

I would scrap that repo, and create a new, empty one. (without README)

#

You can name it whatever you'd like; it doesn't matter.

slate pulsar
#

I was thinking of that too

#

Source control seems easy but it's always a fuckin pain

#

Git bash is another weird ass nightmare. I follow tutorials and I don't get the same results

median heart
#

Did you go ahead and create the new repo?

slate pulsar
#

Not yet, Ill do it now

#

Okay, new project and repo started

#

Well I didn't start a new project yet BUT the repo made a folder in my unreal projects

median heart
#

New project?

#

Wait, did you clone the repo already?

slate pulsar
#

Yes

median heart
#

๐Ÿ˜ฆ

slate pulsar
#

To the desktop

median heart
#

I just meant make it, hehe.

slate pulsar
#

git desktop

#

well it's made

median heart
#

You can get rid of that folder.

#

Is SaveGame2018 already initialized as a Git repo?

slate pulsar
#

I deleted ScaryGame2018's project and its repo

median heart
#

...lol

slate pulsar
#

Yeha man, starting fresh

#

So what next? I know I have to do something in git bash right?

median heart
#

Well, now you can pretty just make the project in that folder.

#

I was going to have you add the remote repo as a remote to your existing SaveGame2018 folder, but it looks like that's not happening anymore.

slate pulsar
#

lol

#

Okay so ima make the project in the Scary2018 (the new game git folder)

median heart
#

Yeah.

slate pulsar
#

Okay, before I do, is there anything I have to do in git bash?

#

Fuck it, im making the project haha, stand by for details

#

While it's loading I have to thank you for helping me

#

Y'know when you are trying to get stuff to work and it either half ass does or you follow many long tutorials and still not working

#

Okay, project is made, now what? @median heart

median heart
#

At this point you should just be able to add your files and commit.

slate pulsar
#

So do I connect to it via source control in unreal?

median heart
#

You can, but I find that doesn't always work super well.

#

It might be a good idea to throw a .gitignore in there at this point, as well.

#

There are templates for UE4 on the internet that you can find pretty easily.

slate pulsar
#

Yassss a git ignore for sure

#

Do I do that via git bash or github desktop app?

median heart
#

Either work.

slate pulsar
median heart
#

What's the question?

slate pulsar
median heart
#

That looks fine, sure.

slate pulsar
#

lol

#

Last question, there is 460 files that need to be pushed to the master branch. Does this sound about right?

median heart
#

I dunno...sure.

#

If that's what it's telling you, I don't see any reason why it'd be wrong

untold skiff
#

Make sure you only push the content, config, and source folders along with the uproject file!

slate pulsar
#

Yeah! I just want to make sure thats all I push

median heart
#

The .gitignore they used should catch most else.

slate pulsar
#

IT looks like it wants to upload intermediate

median heart
#

Then you didn't correctly add your .gitignore.

slate pulsar
#

Agreed

median heart
#

I've never used the desktop app; I don't know how it deals with it.

#

Make sure the change is added as well.

slate pulsar
#

Thanks again!

#

D:\Unreal Projects\Scare2018

#

Am I doing this wrong?

median heart
#

cd "D:\Unreal Projects\Scare2018"

slate pulsar
#

Ill try that

median heart
#

You missed the quotes.

#

I typed it out like that for a reason ๐Ÿ˜„

slate pulsar
#

LOL

#

lol I thought quotes were just an example haa

#

It worked!

#

OK so here I can put in the git ignore

#

I pasted a git ignore in here

untold skiff
#

If you want to do it purely from there then you can do something like:

echo "Intermediate" >> .gitignore
#

Just add Intermediate onto its own line somewhere and youre good

slate pulsar
#

like the 3rd from the bottom is an intermediate @untold skiff

untold skiff
#

Look everything in the gitignore is removed from eligible things to stage & commit. Just save the dumb file and try to stage and commit again

#

That was unneeded because it was already in there you said

slate pulsar
#

lol cool. I appreciate your help man. I really do

untold skiff
#

That command just puts intermediate at the end of the file

slate pulsar
#

Dumb question, can I even save a git bash operation? Or just close the window?

untold skiff
#

Yes there are ways but it makes you have to learn a bunch of bash stuff and imo it's not worth the trouble

slate pulsar
#

Soooo just close the window?

untold skiff
#

Yup

slate pulsar
#

OKay, so I went from 460 files to this. I don't see any intermediate cash files anymore which is good!

#

Just content, config, save and .uproject

#

@untold skiff

#

I think im doing good thanks to you guys!

untold skiff
#

Congrats ๐ŸŽ‰

slate pulsar
#

!!!!! lol

#

Once again thanks for your help!

#

Any other tips in general?

untold skiff
#

Too broad of a question sadly

deft moss
#

๐ŸŽ‰

untold skiff
#

Brush your teeth, change your underwear every day so you don't smell like farts

slate pulsar
#

LOLLLLLL

#

Totally

#

Well I will narrow it down to using git and unreal then haha

willow crescent
#

every time my colleague and I get the latest revision in Perforce, we're forced to re-compile the project. we only want to share project updates and we have an ignore list set up. why are so many extra files making it through forcing plugin re-compiles?

haughty ember
#

@willow crescent Are you submitting plugin files after compile the project?

errant bear
#

Hello, devs, i have not interacted with servers for a long time, i come from the database analysis, i'm familiar with putty and others process but it's been a while.
Im starting the first setup of Perforce on DigitalOcean, it base on the pinned tutorial of Allar Blog, and im worry to screw this up on the first try. I found that version he get of Perforce do not exist anymore so, if I get this line up to date im good to go? Sorry my English, thanks in advance
https://github.com/Allar/linux-perforce-installer/issues/9
ftp://ftp.perforce.com/perforce/r16.2/bin.linux26x86_64/p4d

dusk dove
#

perforce can be installed using the package manager now, so you no longer need to do that

#

just go on their site and select linux platform

errant bear
#

thank you

#

sorry, i see now on documentation

dusk dove
#

I've only done it the old way myself, but it should be much easier now

errant bear
#

and the process of Boot Daemon still up to date?

dusk dove
#

lol, just reading through those pages now, turns out I've been updating the server all wrong

burnt shadow
#

I'm actually re-doing that tutorial right now

#

because its outdated as fuck

#

Also

#

Is anyone here a pro at ue4 git lfs setups

#

and/or is there an 'iconic' or 'must have' git lfs ue4 tutorial?

buoyant ice
#

@burnt shadow I think its called perforce ๐Ÿค”

#

The documentation ive found is sparse at best. Which is to bed because I love git, and while perforce is reliable and the UE4 integration is solid it's still a clunky beast.

burnt shadow
#

Every time I say Perforce

#

100s of people say git

#

And you're saying there is no master git doc?

#

Maaaan

brittle raft
#

There's one - it just so happens that LFS is not part of Git, but an extension developed for it

noble knoll
#

@burnt shadow thanks for your perforce setup article

#

have you tried git + lfs?

#

my findings with it were extremelly negative. The huge amount of small binary files with unreal (material/blueprint files) made it baloon out of control very very fast

burnt shadow
#

I want to try git + lfs

#

And do some benchmarks

#

But ive found literally 0 material for it

#

I'd want to set it up the way people are currently using it

#

But again, zero reference

#

Or I'm blind as shit

haughty ember
#

Only decent one that actually covers anything outside just using the plugin

burnt shadow
#

Thanks

#

This some bullshit though

#

Not the video, just the lack of people preaching Git through action

#

Yet Git is the vocal majority

haughty ember
#

rofl

#

I don't disagree. But that's why I always preach Perforce

#

If Git+LFS was so good, I agree, there would be more documentation on it

noble knoll
#

i just have my absolutely fucking terrible experience with git

#

where i essentially broke it after 1 week

haughty ember
#

Yeah, I only tried it once and gave up

noble knoll
#

i also LITERALLY couldnt commit the whole project at once

#

for the first commit

haughty ember
#

I do use regular Git for local backups though

noble knoll
#

becouse it would crash every single client

haughty ember
#

But Perforce has and always will be #1 in my book for Source Control

noble knoll
#

i really, really like git for code

haughty ember
#

SVN is alright, except for the archaic interface

noble knoll
#

i found artists like SVN

#

due to the simplicity

haughty ember
#

Yeah, it is simple...

#

too simple

noble knoll
#

GIT is just way over the head of the artists

#

"wtf branching"

#

"wtf local server"

#

meanwhile SVN

#

with tortoise SVN

#

is easy as fuck

#

click folder -> commit

#

done

haughty ember
#

Aye

inner linden
#

For the upcoming UE4Jam, if I wanted to do source control, do you guys have any advice on a guide for starting with UE4 and source control?

#

Preferably a way that makes it easier for non-tech people like artists to get involved easily

patent scarab
#

@inner linden if you haven't used any source control before I will suggest SVN.
As vblanco already said it's pretty simple for non-programmers. The only problem will be is to find a hosting.

burnt shadow
#

Is there anyone in here who maintains an active github repo that contains an engine build from source + a game project using git + lfs that isn't a direct fork from Epic Games?

buoyant ice
#

The problem is that guy is designed around text based commits and has no good handling for binary versioning. The fix in theory is LFS but that is really not the most stable or reliable system as yet, and how it integrated into git branching is supper clunky. Some day it may work but at this time it's just not great. I wish I could safely and easily make it so my source was all git and my binaries all perforce but even that is wonky.

burnt shadow
#

The more I look into making a tutorial for git lfs

#

The more I wanna say fuck this shit

molten marsh
#

Perforce is love, perforce is life.

uneven coral
#

I'm trying to figure out perforce. Lol

#

We need cloud storage and direct UE4 integration. Assembla seems to do that but at $25/user/mo.

#

The guy from Perforce called me today and said I can use AWS and then pay for my own hosting. Anyone have experience with that or feel like giving me a few tips on setting it up?! :) It's the helix software.

molten marsh
#

I host my own Server in my garage.

#

Perforce on the current version has a free 5 user 20 workspace license.

#

After that you either get datalimited or you have to purchase extra licences

uneven coral
#

I would do that but I have 2 other team members across the country and only 15Mb upload. :(

molten marsh
#

Well thats within 5 users?

#

2 + yourself = 3

uneven coral
#

Yeah but we need about 25-30Gb of storage. :)

molten marsh
#

If your within the 5 user limit you have no storage limits

uneven coral
#

You mean for hosting locally.

molten marsh
#

If you plan on hosting yourself yes, whether its on a paid hosting service or on your own machine.

uneven coral
#

Yeah I know. :) My issue is a 15Mb upload speed to the other guys.

#

Or I would host it here.

molten marsh
#

I dont understand? Your bandwidth is not part of the equation

uneven coral
#

If I host it here at my house on my server.

#

The upload speed from here to my team to sync changes.

molten marsh
#

Oh i see your issue

uneven coral
#

Yeah. :)

molten marsh
#

Honeestly man, i used to run my Perforce server with an 500kb upload. It was shit but it did the job.

uneven coral
#

Yeah if I had Gig internet I would have no issues. :)

molten marsh
#

15Mb is going to be fine.

uneven coral
#

Lol. It'll just take time. That's all

#

I mean if we sync daily as we should

#

Your probably right

molten marsh
#

You need to factor in power costs as well.

#

If you plan to have the Server on 24/7 its going to cost you.