#source-control

1 messages · Page 38 of 1

uneven coral
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crazy

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My friend is giving me a VM in his cloud datacenter

dusk dove
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what

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you're looking at the wrong providers

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works perfectly

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p4d is extremely efficient and doesn't need much memory to run

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it would probably run on the $5 version too but 🤷

uneven coral
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woah

dusk dove
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if you've never used a vps before you might want to ask that friend to help you

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it's very easy to mess this up

uneven coral
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Thanks. I am actually a Network Engineer, i just host with Hostwinds

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the whole perforce side of things are whats getting me atm. 😄

iron bronze
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(for what it's worth I used the t1.micro from aws free tier with a team of 5 and it worked flawlessly)

meager goblet
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This may be on the wrong channel, my apologies if it is. Since we are on the topic of server specs is anyone running jenkins server for building there projects, and if so, what are the specs for a small dev team? (small being less than 5 people building 1 game)

iron bronze
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if you don't need fast building, a dual core with 4gb and a regular HDD will work fine (assuming it is its only role)

meager goblet
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yes it would be a dedicated server for building

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ok cool saw a lot of people saying 8 but wasnt sure if I needed 8

smoky trench
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Lots of CPU Cores, Lots of RAM (8GB minimum is my recommendation), SSD

dusk dove
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it all depends on how fast you want it to build

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and if it's ever going to actually run unreal, i.e. to do packaging, it'll need 8gb+ of ram

meager goblet
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id be running jenkins on it... and packaging through command line

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not actually running unreal

dusk dove
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well packaging is done by unreal

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uat launches the editor

meager goblet
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oh gotcha ok

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was hopeing for a linux server XD windows servers get pretty pricey

tranquil walrus
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So i started a brand new repo on gitlab with gitkraken and I can push no problem, using both SSH and https. However, the repo I cloned from Github to Gitlab (via gitlab's website cloning tool) refused to let me push. First it was an LFS locking error, which I seem to have fixed, but now it's giving me a public key error, which I honestly don't think is right, since I can push to another gitlab repo no problem. Is there a config file somewhere I should clean up to fix this?

tranquil walrus
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So I can push to my repo via bash, but not gui. Bash asks me for my passphrase 3 times (once in bash, two open ssh popups) and then pushes the commits. However if I try to push via GUI now, the gitkraken gui claims my ssh keys are in an invalid format

untold night
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@tranquil walrus Sorry for not being very helpful, but I have the same problem. I managed to solve by generating a new key just for gitlab

tranquil walrus
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I've tried that..

untold night
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Which shouldn't be needed

tranquil walrus
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if I use gitkraken to generate the key, it stops complaining about the format, but gitlab rejects it

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when I try to push

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if I generate the key in bash, then I can attach it to gitlab and push in bash, but I can't push in the gui

untold night
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It's a bit weird, mine worked after generating a secondary key. I can also say that the new Sublime Merge client worked

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Without issues

tranquil walrus
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where did you generate your key?

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with the automatic button in gitkraken?

untold night
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Yeah

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Under the gitlab thingy

tranquil walrus
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Was your repo new, or cloned?

iron bronze
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you can convert keys to different formats using Putty, maybe that'll help

untold night
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It was new

tranquil walrus
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See, it was working with a brand new repo, but not with my cloned repo

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Which makes me think it is some kind of config that was carried over from Github making a problem

untold night
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Can't you delete your git folder and start it as a new repo on gitlab

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?

tranquil walrus
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I'm not very experienced with this kind of stuff, so I've been avoiding do anything too destructive in case I mess things up.

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I've got over 100 commits, so I didn't want to lose my whole project history

untold night
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Yeah, you'll lose your project history by doing that. Since it seems like a gitkraken issue, maybe you can send an email asking them about it. Or maybe use other git GUI

tranquil walrus
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Yeah apparently they only do email for paid support. they have a slack, but it's pretty empty

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I've posted on a forum they have but also low traffic

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At least I have it in a state that I can push my project, but it's not ideal. I'll keep poking around and see if anyone can figure it out

tranquil walrus
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@untold night I give up on trying to fix my existing repo. So I'm starting a new one with a new set of keys..hopefully it'll be fine. I just need to be able to push in peace.

untold night
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Do you need to use gitkraken? Isn't better to use some other client and have your history?

tranquil walrus
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I can't get anything to work with it.

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Tried the github desktop client, it won't authenticate

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sourcetree has added it but I can't get the ssh keys working with it.

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I've got my "old" history in another directory I guess if I ever need it.

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The only thing that was working was pushing via bash, but after all the messing around I did this morning trying to get github and sourcetree to work, now even bash was jamming on me.

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So I'll just start fresh

untold night
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If it's worth anything, even with it working I'm not super happy with it. In my case I'm testing for usage with artists who would be afraid of the command line, but I find that many times I simply need to go the command line to fix some issue

tranquil walrus
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I never had any problem with sourcetree, just they don't have native gitlab support and I needed to move to gitlab for storage space

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10gb vs the 1gb on github.

untold night
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Yeah, gitlab is pretty neat. I switch some years ago and never looked back. But I use it mainly for normal code

tranquil walrus
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I don't know for sure that it was really an issue with gitkraken

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I'm convinced there is something wrong with my repo.

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But I don't know what.

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like some leftover config or something from Github that was messing stuff up

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it made no sense why I could push to a brand new repo but not the repo I cloned from github

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omg...

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I move 12gb of files. I use gitkraken to initialize and clone a new repo (all works fine) then I try to make the initial push of all the working files and it kicks out with a "permission denied (publickey)" error again. if there is a public key error..why weren't you just complaining when you made and clone the initial repo? This makes no sense.

tranquil walrus
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@untold night I think it's an LFS error..

untold night
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I wouldn't be surprised at all because I really never had a problem with git in years of usage.

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The command line doesn't work either?

tranquil walrus
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I was using LFS fine on github

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I did init my repo on gitlab with lfs

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and it's checked in the settings

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let me see

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I'm on a totally fresh repo with fresh new keys

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I'm not sure bash will work right now because of the way gitkraken creates them

untold night
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It absolutely should, it's the same thing. You should even be to go to your repository settings and check the key there

tranquil walrus
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the difference is when you make the key via GUI there is no opportunity to set a passphrase

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and I have no idea where gitkraken puts the ssh keys that it makes via gui

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it doesn't put them in the home/user/.ssh folder

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So when I run ssh -T git@gitlab.com in bash with these keys it just says "access denied(public key)" When I used the bash generated keys, it would ask me for the passphrase, then succeed with a welcome message

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but the gui can't use bash generated keys it complains they aren't the right type

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Yes, that's exactly what it is, confirmed. Uploading LFS objects permission denied (public key)

untold night
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But can you push without lfs?

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You did enable lfs in your repository, correct?

tranquil walrus
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Yes

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I can push small files

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You can see in the background, I pushed 2 commits after the initial commit, those were small files

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Tried a bigger set of files for the third commit and suddenly it breaks

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if I try to push via bash I get

git@gitlab.com: Permission denied (publickey).
fatal: Could not read from remote repository.

Please make sure you have the correct access rights
and the repository exists.```
untold night
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And same thing using bash

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?

tranquil walrus
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That's my bash output

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when I try to push with that.

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using the GUI seems to make bash not work at all

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I only had bash working before when I generated the keys in bash

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and manually added those to gitlab

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but if I do that, the GUI complains the keys are no good and refuses to work.

untold night
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Yeah, the key format thing, I have no idea, but lfs should work no problem. I set up at least 4 different projects with it in the previous weeks

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It's pretty weird to not work

tranquil walrus
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I added a second key via bash

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so I have two keys now

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a bash key and a GUI key

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lets see if that works

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bash can push LFS, it's doing that now

untold night
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Yeah, that's the setup I'm using too, I have normal key that I use for pretty much everything, including Sublime Merge and then I created a secondary one just for gitkraken

tranquil walrus
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I just did a push on my main project in GUI. I don't know if it was an LFS push though, it was kind of small

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but it did give me a blue "fetched LFS" checkmark message while pushing.

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I don't know what i did exactly but maybe it's fixed

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my commit history is a mess of test commits though.

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Thanks for the help, I'll test it a bit later with a real commit

untold night
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Cheers

tranquil walrus
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Celebration was premature. But at least I know what the issue was. The first push must have had only small files. LFS push via gui still isn't working, but I can do that via bash until I sort it. At least I have a target to fix now

indigo fiber
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Hello.

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Does ue4 work with git only with the plugin that we have when we install and launch UE 4.20

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Because without this plugin i dont arrive to Push on déposit directly from UE

tawny mantle
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I am totally new to source control. Someone here who could explain me 'bout this and how to use it with UE4. Would be appreciated!

pulsar parcel
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the pinned messages are a good starting point

tawny mantle
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Would check that out. Thanks!

patent scarab
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Hello, does anyone use the plugin mentioned earlier: https://github.com/SRombauts/UE4GitPlugin
I just bumped into it and it looks interesting to have LFS locks for a git repository to be able to better manage simultaneously work on binary files
Did anyone try it, does the locks work?

patent scarab
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Seems like there is no ability to unlock files from the editor if they're not modified, and also experience some problems on UE4.19 with "checking out" so there is no way to save the modified files

quartz raven
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What's the best free VCS for you guys? I'm currently using Git but my project is a bit big for the free LFS

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I recently found out that Perforce was actually free for small teams (a few years ago I checked it wasn't)

dusk dove
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perforce needs a server to run on

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cheap vps works fine though

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you won't find anything good for free for unreal

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at least not for working together - if you're the only user and don't need features like locking that might be a different story

quartz raven
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I'm alone.

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Just using vcs to backup the files. Project is just for portfolio and not professional.

dusk dove
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you can use vsts then

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free unlimited storage for git lfs

quartz raven
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Oh I didn't know that. I'll look into it, thanks!

timid depot
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If anyone is up to set up a version control server for their game (or anything related with servers) do not even think about Digital Ocean. They took my money for verification process, and after 5 minutes, locked my account because of trust issues(?).

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Amazon aws Lightsail is way better than those scammers.

cobalt kiln
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azure also seems alright

lavish osprey
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Amazon started charging me way before even getting close to the free tier limits. i would recommend Azure

robust jacinth
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I've never had an issue with Digital Ocean and I know many people who haven't had issues with them.

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They're not scammers.

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It sounds like you had a pretty bad experience and that's fair, but that seems like they just fucked up, rather than that they're intentionally scamming anyone.

brittle raft
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This ^

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If anything, the "fuck you" email is the highly unprofessional part

timid depot
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My money is still with them @brittle raft

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That was a money spared for buying server, and I had hard times while trying to find it back from somewhere else. Also my job had some emergency, and they ruined everything.

sage maple
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@timid depot The sad part is that probably you did yourself more harm than you did to reputation of digital ocean by showing this kind of mail. Never had issues with them. Even if they are wrong, the process of charging back takes some time.

timid depot
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That's mistake of their user verification system. Looks like Digital Ocean users started to defending their server provider already. I'm out.

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I hope someday a service provider gets your money without providing something, and you will understand my point here.

robust jacinth
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Your frustration is understandable. Your behavior is unprofessional.

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Your claims were just unreasonable - you've got a basis to criticize their service, not to claim they were maliciously misleading you with the intent to steal your money.

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They will likely refund you, since you don't intend to use their service and haven't gotten any value out of it.

brittle raft
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@timid depot Claiming you were stolen money is just bonkers. It just sounds like the setup for your server took longer than you thought because of paperwork

timid depot
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Paperwork? Really? Which year it is, 2000?

robust jacinth
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Not literal paperwork.

fiery prism
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Do you exist, literally in any country?

robust jacinth
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It's unfortunate that you needed a server in an emergency.

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They're not responsible for that emergency though.

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Like I said, your frustration is understandable.

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And sharing your bad experience here with them as a provider is okay.

fiery prism
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maybe its cause I secretly went through this scam, but I can have a new p4 box up in a lunch break

timid depot
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I registered with my company details, there were no reason to lock my account.

robust jacinth
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Maybe there was, but they haven't yet explained that.

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🤷 You'll find out eventually. Hopefully with a refund.

burnt shadow
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Did they lock it after you've done stuff or are you waiting to get to do stuff

timid depot
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24 hrs passed and still no answer on ticket system btw

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If you check out google, there are lots of people like that.

dusk dove
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what verification process? 🤔 when I made an account there ages ago it was just click and done

burnt shadow
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Is this before or after starting a server

timid depot
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none of them got any answer after account lock

robust jacinth
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@dusk dove Ditto.

dusk dove
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it let me create a droplet immediately after one payment

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stopped using it tho, since linode servers have better cpus

burnt shadow
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I stand by Digital Ocean but I do think possible changes to their verification methods are needed.

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Disclaimer: I'm basically paid to say that (that referral money)

timid depot
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Before server

robust jacinth
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The thing with Googling for "is anyone having an issue with X?" is that you're always going to find the "yes"es, you're not going to find "no"s, because satisfied people go about their business when their expectations are met.

timid depot
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They charged me for account verification process after entering my credit card number

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and it said my account is still on verification process.

burnt shadow
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Do you have a non-big or non-us bank?

timid depot
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After 5 mins, it said my account is locked forever, and no information needed from my side to them.

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I'm using one of biggest bank in my country.

robust jacinth
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Which country?

timid depot
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Turkey.

dusk dove
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interesting, I used paypal to sign up so maybe that works better

burnt shadow
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That is probably your problem

robust jacinth
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Well, there you go.

timid depot
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There you go? For what?

burnt shadow
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Not that its caused by you, but countries in that region tend to take extra long for verification stuff

robust jacinth
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Yep.

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Not saying it's fair, but it is true.

burnt shadow
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There are all kinds of export laws and regulation regarding IT stuff with those countries

timid depot
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I'm saying they locked my account, verification process took 5 minutes or less

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after charging me for credit card verification, and that fee was damn high

burnt shadow
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You were probably flagged for possible fraudulent behavior based on some heuristics that unfortunately apply to you being in Turkey

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Which is shitty

robust jacinth
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^That^

timid depot
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If it's like that, that proves Digital Ocean is still not a goos service provider.

robust jacinth
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That's pretty much any reputable online service though.

burnt shadow
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It definitely will add a disclaimer on my recommendation of them

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But

timid depot
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Because I provided same information to aws, and registration was buttery smooth.

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I also have a developer account on azure too..

burnt shadow
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Aye, smaller providers are usually slower when it comes to shit like this

brittle raft
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Turkey is in enough trouble that Steam warned all developers last month about devaluation risks causing game economy issues, so that might play a role, too.

burnt shadow
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snap

robust jacinth
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Yep. All kinds of political and economic stuff going on with Turkey right now that might make any service provider take a very hard look at anything going on there.

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Same with, say, Venezuela for example.

timid depot
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I understand that, but they're providing the service after charging you.

brittle raft
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In any case, insulting a company 12 hours after requesting something is just bonkers level of unprofessional

timid depot
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and I already paid the money they requested in verification.

brittle raft
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At least wait a week

robust jacinth
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I'm a little confused about the verification fee.

timid depot
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Week?

robust jacinth
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I've never had any kind of verification fee.

timid depot
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Oh god.

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We're in 2018.

burnt shadow
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@robust jacinth in the past it was rolled into something like

brittle raft
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Customer service does not happen in hours, ever

burnt shadow
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pay X and the leftover will count as credit if you don't use it right away

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i.e. pay $20 for a $10 droplet

robust jacinth
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@timid depot I think he meant wait a week before you curse them. 😛

brittle raft
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^

burnt shadow
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I'll do my part and not recommend DO to anyone in Turkey

timid depot
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Even a stupid online mmo customer service responds you in max 1 day..

brittle raft
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Doubtful

burnt shadow
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Although DO is usually best out of US, UK, and Australia IIRC anyway

robust jacinth
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Even if so, there's not much on the line for some GM in an MMO.

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Compared to a Business-to-Business transaction like this.

timid depot
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Also if problem is about payment, it gets more attention

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and it should.

cobalt kiln
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i just have a tiny computer in the back of my room that i host stuff on

burnt shadow
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DO is literally the 'oh shit we got popular' mom and pop shop of cloud IT

cobalt kiln
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just an old laptop, but its cheaper and faster than an actual server

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its not perfect, but its pretty good

brittle raft
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In any case, just don't snap and insult and threaten shit PR, because I would instantly cease offering service to such a customer

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No one's obligated to sell you stuff

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Politeness is important

burnt shadow
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They probably are legally obligated to refund

robust jacinth
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Really, I understand the frustration, not that my understanding makes you feel any better - but you were in a bad situation when you needed this in an emergency and thus had no buffer time to work out IT complications, which should have had an extra larger buffer because of bureaucratic/political complications with international trade.

burnt shadow
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If you're happy with AWS, stick to it

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but there are other options as well

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Vultr has been recommended a bit

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Vultr is literally just like DO but not

robust jacinth
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Lesson here for others at least is to secure your providers well ahead of when you actually need the services up and running. Especially if they're not from your region.

brittle raft
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@timid depot As a final example, getting on Steam the first time, as a non-US company, is ~6 weeks of paperwork

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If you want to enjoy treaty benefits on dual tax

burnt shadow
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Getting weed delivered took me 24 hours of paperwork

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There are some fantastic server providers out there

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That move hella slow

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I.e. provisioning a new server can take up to 3-5 days

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But hella cheap if you need 24/7 always on servers

cobalt kiln
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if you want something done, do it yourself

burnt shadow
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One time I was working somewhere that needed a bunch of cloud servers

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We called this company that was recommended to us

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and it was a guy who just happened to have lots of bare metal at a data center

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Took him 2 days to get to the datacenter and configure some stuff we wanted but

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best customer service and support we've ever got and a fantastic rate

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If you're okay with your cloud provider being a guy who happens to own a bunch of bare metal

brittle raft
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Hell, even releasing your game, on Steam, in 2018, isn't a as-you-wish business

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Can't do it on weekends

burnt shadow
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Last time I went through the process

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It took a solid week to release a game on steam after you're ready to release

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and thats for a US decent-size release

brittle raft
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In our case, it was two weeks of getting an ITIN number (or something like that) ; and two weeks of legit legal verifications ; and two weeks of back-and-forth to confirm our store page

burnt shadow
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I thought that the legal and ITIN stuff happens before you get your app id

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(I don't really know since the new $100 method is not the way I did things)

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It used to be that a steam representative would have to grant you an app id

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and to even claim that app id you had to go through a lot of steps

brittle raft
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Yes, it does

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ITIN with the US IRS; then Valve legal, then Steam appid

timid depot
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That was the mail I got from them

brittle raft
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Sounds pretty clear cut

timid depot
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This is just not valuing your potential customer. At least provide the reason.

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Also it's probably automatic mail.

brittle raft
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They probably should have told you why

burnt shadow
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Yeah thats not cool

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From a PR perspective they probably don't wanna say "Because you live in Tukey"

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I'm 100% sure thats why

timid depot
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Probably.

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Sad.

burnt shadow
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I'm planning on doing a source control torture test today, will be streaming soon

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Anything yall wanna see happen

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will be running git / p4 / whatever

toxic spoke
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Allar what is your streaming link

burnt shadow
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ain't up yet but will be very soon

lament ember
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Greetings. I'm having an issue with renaming an asset. No errors appear. It just ignoring the changes. Any hints? (p.s. perforce was used for this project but it is disabled)

burnt shadow
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have you tried enabling perforce

lament ember
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@burnt shadow yes, the file is not tracked

burnt shadow
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so whats the issue?

lament ember
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i can't rename it

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it just does nothing

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no logs either

burnt shadow
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whats the original name and what are you renaming it to

lament ember
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just trying to rename it to anything, tried even shortest names

burnt shadow
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whats the original name

lament ember
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M_Female_AsianHead

burnt shadow
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is it hard referenced anywhere?

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i.e. in code

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not bp, code

lament ember
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no, should not be

burnt shadow
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can you rename any other asset

lament ember
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nope

burnt shadow
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restart the editor

lament ember
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tried

burnt shadow
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restart your pc

lament ember
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eew...ok

burnt shadow
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and make sure everything is not read only

lament ember
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yeah, checked that

burnt shadow
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then iunno

lament ember
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i'll try to restatrt later...cause i'm downloading the files atm

burnt shadow
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do you have 2 ue4s open

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check task manager

lament ember
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@burnt shadow oookay...i've found an issue

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@burnt shadow even tho p4 was disabled, it seems svn and git was affecting it, once i've disabled them - everything is work

burnt shadow
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¯_(ツ)_/¯

lament ember
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but i haven't used git or svn for the project

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@burnt shadow well, it's just FYI, maybe someone will ask the similar question some day

burnt shadow
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aye

indigo relic
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hey guys

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I need to upload my engine + project to a repo

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but right now the engine is over 120gb (25gb .git folder) and the project is about 30gb

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what are the minimum required files needed to upload an engine which will successfully compile and project which will load, does anyone have .gitignore list

rocky iris
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120gb sounds like what is is normally

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😄

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you could try unpack it on server

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not upload everything

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but that would be a huge thing

neat forum
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@indigo relic - why are you uploading the engine? That's something that constantly changes and updates

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just upload the project, and have the person download the engine separately

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Epic is already hosting it afterall

boreal pilot
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Anyone know why my Engine binaries might be getting set back to Read-Only even though binary filetypes are set to writable in the P4 typemap? anyone seen that before?

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Allar has a video there which notes the requisite files and which can be safely excluded from your depot

jaunty mason
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hello people!

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I have considered release-latest to be the newest engine stream on perforce servers, but when I get the new version from that stream, I get the engine version 4.20.2, not 4.20.3. Is that stream really still on 4.20.2, or am I doing something wrong?

stoic rover
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Any idea if there is a way to make unreal work with perforce DVCS?

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when I clone a server into a personal server created from the P4V client, I can't connect it to source control plugin

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also nothing is locked which I don't know if it's the default behavior

south plover
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hey guys, i upgraded my local project to 4.20 and on the perforce server is still 4.19. So how can i update the project on the perforce server? Just syncing?

dusk dove
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how did you upgrade it?

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you just have to submit all files that got changed as a result of that

south plover
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i did it in the epic launcher, like starting 4.20 and the upgraded a copy of my 4.19 project

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unfortunately it always chrashes when i try to sync

dusk dove
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well

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a copy is wrong

#

you need to be in the original folder for that to work

south plover
#

ok i think i got it. renamed the project and put in the right folder, checked out the uproject file, and the stuff i changed. Now i have to test if it actually worked^^

ruby citrus
desert wadi
#

hey all - i'm just one dude working on two machines - my mbp on my lunch hour during work and my pc when i'm at home. is svn the right solution for me?

jaunty mason
#

@desert wadi I'd say it is!

#

any perforce masters here willing to help a nooob out? I need help reverting a changelist

robust jacinth
#

I think you mean backing out.

#

Reverting is just getting rid of pending changes that you haven't yet submitted.

robust jacinth
#

Sometimes Perforces drives me batshit...

#

I have a CL#. I want to merge/integrate it. I can not, for the life of me, find any straight forward way to do that using the UI that details a submitted CL... -_-

#

I can just go through the hassle of trying to find the CL in the submitted tab, but that's ludicrous. I have the CL#. I can go directly to the info for the CL. Surely I can get the context menu options for the given CL somehow?

#

This may legitimately be easier using the CLI. Now that is some ol' bullshit.

molten marsh
#

You can run commands through P4V

#

Theres a command line at the bottom

#

Any major operations i usually use the CLI lol

robust jacinth
#

I could have sworn that too, but I could not even find it nor could I find a way to get a Cmd.exe with the CWD set to the current folder.

molten marsh
#

Really? Thats weird

#

You always seem to have issues with Perforce lol

robust jacinth
molten marsh
#

Wow ok, well mine certainly does have a CL

#

Can the Server disable CLI perhaps?

robust jacinth
molten marsh
#

Hmm im still using a 2017 Version

robust jacinth
#

Can't find any Preferences for adding a CLI input down there either.

#

Oh, I believe you. I remember there being one down there.

molten marsh
#

Maybe they removed it?

#

Can you type directly in the Log window perhaps?

robust jacinth
#

Nope, tried that

#

Also, it's possible they removed it. Which is shitty.

molten marsh
#

Yeah that is shitty

robust jacinth
#

On top of the fact that there's not even a way to get a CLI window pointed at the currently selected directory from within the P4V UI, AFAICT.

molten marsh
#

I cant find any mention on Google about it disappearing

jaunty mason
#

hey @robust jacinth I meant backing out

obsidian thistle
#

@robust jacinth when you install P4V you can check to have an CLI and it's an another software than P4V

robust jacinth
#

@jaunty mason Select changelist, click backout, it'll try to diff the files to figure out what the changes actually were to each individual file then undo them, put those changes into a pending changelist, and you can then review them before submitting them.

#

Obviously doesn't work well for binary assets.

#

@obsidian thistle I have the CLI. I remarked I used it because the P4V UI was lacking an obvious feature and also lacked the ability to open a terminal to use the CLI in. Why would you think I don't know about the CLI being a different application after that? 🤔

stoic rover
#

Hey guys
I'm using Perforce DVCS with my team and we are having problems because of blueprints
if I change something in blueprint X and push it on the remote and another team member also changed something in that X blueprint, when they try to fetch, it keeps giving them a merge error for that blueprint and refuses to change it
I thought that there was a blueprint merge tool or at least a way to just override changes

#

I'm new to perforce so I don't really know the workflow

noble knoll
#

@stoic rover if you use perforce from within unreal, you can get a merge window

stoic rover
#

@noble knoll it's inconvenient to be online all the time to make a change tbh and personal servers don't work with the plugin

#

so I was hoping there was another method

noble knoll
#

personal servers dont work what?

stoic rover
#

@noble knoll with unreal

lofty warren
#

hi all

#

so I followed a tutorial to use perforce

#

and the only way I can get UE4 to see my source control is if I open the .uproject IN my workspace directory

#

not the original one

#

is this as expected?

uneven coral
#

yes

#

once you sync with your source control your original copy is no longer what you work out of. That was only your initial load up of the software.

#

We just got our perforce up today.

#

@lofty warren

lofty warren
#

thanks for the info

stoic rover
#

have anyone here worked with perforce DVCS with unreal? I'm really struggling with this my team members keep getting blueprint conflicts that they can't resolve, should I just work online?

dusk dove
#

use normal perforce and exclusive checkout on uassets

stoic rover
#

@dusk dove I think I will end up doing that but it's such a pain because we don't work from the same place and might not have internet all the time

#

so yeah

#

but thank you

#

looks like the only option

dusk dove
#

uassets are not designed to be mergeable in any way, so exclusive checkout is the best option

sturdy sky
#

Had someone add a uasset to the repo and I'm trying to modify it, but Unreal refuses to save it. Does anyone know why this might be?

robust jacinth
#

"Refuses" how?

graceful atlas
#

is there anyone uses git version control with UE4 tools? is it usable rather than Perforce?

dusk dove
#

it's "usable" when working alone

brittle raft
#

Git is incredible for code, sub-par for assets, even with the LFS plugin

#

Perforce is clearly better for assets, at a prohibiting cost

graceful atlas
#

Thanks @brittle raft and @dusk dove

dusk dove
#

for working on an unreal project with multiple people having usable locks is really important

#

git lfs locks aren't usable

robust jacinth
#

Honestly, is there absolutely any OSS option that's even an iota of the value that Perforce gives? I feel like there isn't.

jolly fog
#

Yea I only hear about Perforce in the conversation of PDMs and CAD

cobalt kiln
#

blueprint diffs are a great time

plucky arch
#

In the meantime, here we are using SVN because it's trivial

jolly fog
#

How about merges?

plucky arch
#

SVN merges are the worst thing ever

#

The only thing SVN does well in my experience so far is checking files out and checking them back in

buoyant ice
#

To be fair if you host it yourself perforce is free up to 5 users.

#

Heck I think you can even use the perforce cloud free with 5 users.

lofty warren
#

hi all

#

I have perforce set up on my 2 home machines

#

sometimes I just wanna fuck with my project with the safety of knowing I can roll back

#

but perforce is always barking at me about checking out and files not being readable/writable

#

What if I just wanna do I bunch of work I know I don't wanna keep? How do I just tell Perforce to chilll out?

dusk dove
#

you just let it check out the files as you go and revert them in p4v when done

lofty warren
#

what if they are checked out by my other computer?

#

is there a git like "branch" feature where I can just work in peace on my own little branch?

dusk dove
#

if you're going to just throw away all the changes, you could also set the workspace to writable when creating it and just disable the source control in unreal

lofty warren
#

do I need to make a new workspace for that? or can I set my current one to writable?

dusk dove
#

you can set it for the current one too but I'm not sure if that changes all the files to writable immediately 🤔

lofty warren
#

thanks, I will look into it!

#

Perforce seems a little more rigid than git

#

but maybe I am just not used to it yet

dusk dove
#

view > workspaces > yours > edit > advanced in p4v to change this

quiet jungle
#

guys

#

i m installing perforce

#

or downloading dont rly know what this is

#

should i get Version control ?

#

What should i get ?

uneven coral
#

you need to download helix core

#

install it on your server pc.

uneven coral
#

when i want to package do i just check out the whole root to make everything writable?

#

or is there an easier way to do it (without jenkins and automation systems)

faint cairn
#

Packaging shouldn't modify any of your files, despite writing new ones

uneven coral
#

well whenever using source control last time it ssid unable to write to certain things. but i think i synced my whole setup not juat those couple folders.

lofty warren
#

hi all

#

so what is the use of "revert if unchanged " in perforce?

#

if it is unchanged..... why would I need to revert it?

smoky trench
#

reverts the checkout

#

you can have a file checked out that is unmodified

uneven coral
#

i am having a hell of a time here. I created a depot in perforce and had no issues. got everyone synced and we worked together for about 2 weeks.

#

that was a test depot for learning how to work with each other and submitting, etc.

#

Well now I created a new Depot and upon creation of the first one i was prompted with a screen to upload files to the server for the first time. Well now.... i am not getting that screen and i cant seem to get mappings to work with multiple depots. When i create the workspace it shows both and i even exlude the test depot but its still showing up. (whatever that doesnt matter). I place a file in the root directory of the workspace and when i click add and submit on it i keep getting Files not in client view

#

2 questions: why am i not getting that upload screen again for the initial upload? and why do i keep getting this error. lol

uneven coral
#

i got it. i dont fully understand what i did but it works and i see the premise of it. I will play with mappings that is not part of my official server.

#

now i just need to figure out how to make branches in P4

dusk dove
#

is there some kind of command line argument for the editor to launch a uasset diff so I can do that from p4v?

smoky trench
#

@dusk dove

dusk dove
#

nice! that'll be useful

dusk dove
#

had to add the uproject path first though or it wouldn't work

#

and using it on more than one file at a time makes it fail for all but the first one :(

obsidian thistle
#

I submitted my custom engine to my Perforce server, and it's actually stuck at 100% since two hours. Is it normal ? Someone got a similar issue ?

molten marsh
#

The P4V progress bar can be temperamental lol, just leave it for a while and come back. Committing the entire engine can take a while.

obsidian thistle
#

all files seem submitted but look like it make some kind of check

young prawn
#

I'm trying to set up Perforce on EC2. The p4d server is running, I can connect with p4v on my machine, but when I try to set the typemap, perforce can't connect to the server

#

I've set p4port to the dns of my instance, plus :1666 (the connection with p4v works, so it's not that the server can't be reached at all)

#

Anyone else here had issues with this?

obsidian thistle
#

@young prawn did you connect using super user ?

#

I mean the "perforce" user

young prawn
#

The user I just created, which is the only user and therefor super user AFAIK

#

Is there a literal "perforce" named user I should be using instead/

dusk dove
#

when you install perforce using their script it creates a user called perforce to own it

young prawn
#

I just installed p4d directly, not using a script

dusk dove
#

why not use their script? 🤔

young prawn
#

I'm not aware of it, I just followed a youtube tutorial on installing perforce on ec2

obsidian thistle
#

Someone found a workaround to avoid check out some file to simply using GenerateProjectFiles.bat ?

young prawn
#

Don't include temp files in your source control?

#

Everything that can be generated should not be part of your repo

obsidian thistle
#

hmm I work with some artist so

young prawn
#

This tells you which files to add, and which to leave out

obsidian thistle
#

yeah yeah I use the same typemap and p4ignore than Epic

young prawn
#

But did you include the .sln and intermediate folder in the repo?

obsidian thistle
#

nope

young prawn
#

Saved? Build?

obsidian thistle
#

Binaries

young prawn
#

Ah, that's gonna be the culprit

slate pulsar
#

Hey guys, in github, if you are project owner and someone makes a fork of your project, makes a change and then creates a pull request, how do I view their project version?

#

@young prawn @obsidian thistle Any tips?

young prawn
#

What exactly do you mean by project version?

slate pulsar
#

OKay thanks for reading btw

#

OKay

#

I forked from my buddies project, I cloned the project from my profile repo that it created. I added some text, pushed to my dev branch

#

Then I created a pull request, it sent me to the website, so I made a comment, submited

#

On his end he wants to "review" the change I made before he accepts my branch version

#

How does he review it and accept it?

#

I made sure the branch I wanted to submit was submitting to the correct branch in the owners repo

#

So he is having trouble finding out how to review my project version (with the text in the map)

young prawn
#

You only can only preview code changes

#

binary changes can't be shown - github isn't unreal

slate pulsar
#

Lol ah, so that's why

young prawn
#

So he'll have to branch, merge your changes, check it out in unreal, and either merge the branch into master, or discard it

slate pulsar
#

So he has a "development branch" that he will have to merge my branch into, then check it out. THEN (like Garth from Waynes World), if he likes it, he can manually merge his dev branch into the "master" branch. Am I reading that right?

#

@young prawn

#

So basically he will have to accept the merge reguardless into his dev branch to see what the heck I made. If he likes it, then he can merge it, right? @young prawn

young prawn
#

yes, he can also revert the merge

#

Or, he can make a new branch to merge it into

#

I think he can even just check out your fork directly, I haven't worked with forks myself yet

#

But either way, because it's source control, it's not like you can ruin his project

#

you can always safely go back to any commit

slate pulsar
#

Cool, thanks @young prawn I appreciate the help. Have a good afternoon 😃

young prawn
#

No problem!

obsidian thistle
#

I got some issue with my .git folder inside my perforce depot, I guess the problem come from Windows end line which is converted by Perforce

#

maybe I'm wrong, if someone facing a similar issue and have a solution ^^

young prawn
#

Why is your .git folder even in your perforce depot?

obsidian thistle
#

to continue to maintain my editor from git

#

if I delete my workspace I have no way to get the current version/commit of my engine

young prawn
#

@dusk dove the helix-p4d package does not exist on apt-get

dusk dove
#

you gotta follow their instructions, they tell you how to add their repository

#

1. Configure the Helix Server package repository, as described at https://www.perforce.com/perforce-packages.

young prawn
#

Righto, skipped right past the prerequisites link

#

let's see if I can get it to work

dusk dove
#

the script is really nice, it sets up your complete p4 server in one go

young prawn
#

Any advantage to going amazon linux distro vs ubuntu?

#

Since I'm starting from scratch anyway

dusk dove
#

no clue, I use ubuntu on linode

young prawn
#

Alright

dusk dove
#

make sure you use ubuntu 16.04 though, they don't have packages for 18.04 yet @young prawn

young prawn
#

Good tip, thanks

#

on lightsail, you get 40 gigs for $5 a month, BTW

#

compared to linode's 25

#

I'm at step two, and already running into the wall of not having permission to create the file in /etc/apt.. 🙈

#

The go-to fix of adding sudo in front does not help

dusk dove
#

what is the full command you're trying to use

young prawn
#

cat > /etc/apt/sources.list.d/perforce.list

dusk dove
#

that'll make cat run with privileges but not the > part

#

I just use sudo su root to make the permissions nonsense go away when it's being too annoying

young prawn
#

Man, it's been too long since I had linux lessons

dusk dove
#

why prefix every command with sudo when you can also just use the root user 🤷

young prawn
#

aye

dusk dove
#

also useful to switch to the perforce user

young prawn
#

Hmm, it's installed, I can't connect yet though, even after changing p4port

#

I'm on the ubuntu user though, which might be why

#

but I can't change to the perforce user because it has a password, and it's not the one set in the install 🤔

dusk dove
#

you can just use sudo su perforce

young prawn
#

Sadly no, it desires a password

#

The only one I set was the one for the p4d superuser

#

It also wants the perforce user password for sudo su root

#

I am very confused now 😦

dusk dove
#

no it wants your user password in order to use sudo

young prawn
#

There isn't one, at least AFAIK - I could do sudo su root without a password before the perforce install

dusk dove
#

the same one you used to log in to ssh before switching it to keys only (hopefully)

young prawn
#

Hmm, the amazon instance just hands you a key, that's it

dusk dove
#

strange

#

maybe you can configure it on their site then

young prawn
#

I've checked, it just gives the download for the key, no more

#

The perforce user seems to have been given a password by the install, but that seems strange considering 1. you can't set it yourself, 2. it doesn't tell you what it is and 3. I can't find anything on the subject

#

Maybe I should just redo the whole thing on a new instance, and set a password before installing

young prawn
#

alright, deleting the password from the default user before installing perforce fixes that issue

#

oh wait, no it still wants a password for root

#

ff

young prawn
#

well, I give up for today

#

I just cannot get it to work :<

#

It should not be this complicated to set up source control

young prawn
#

If anyone pops in who has Perforce running on Lightsail, hit me up

hardy mason
#

hi how are u guys

buoyant ice
#

I have set it up on lightsail before, its pretty simple.

#

if you go with windows, linux is a bit more complicated but cheaper to run

young prawn
#

Yeah I'm trying to set it up on ubuntu

young prawn
#

Alright, it's up now 🎉

#

glad that's working

obsidian thistle
#

hmm I have some issue with .modules files to you think it's a good idea to put +w to make it always writable in workspace ?

#

access is denied because I don't check out it but seem boring to check out each .modules to compile

#

any advice is welcome 😄

runic cove
#

hi, quick question. do you need to include the Plugins folder in your project when using source control? we have Advanced Sessions there

runic cove
#

and also how would we go about excluding the .uproject file and the Plugins folder? we tried doing something we found on the internet, but it didn't work

pliant vault
#

yeah you need the plugin, at least the binaries for it

#

why do you want to exclude the uproject file?

jaunty dove
#

So I have a project in local with no vcs and now I want to move it to my github. What's the best way to do it? The repository should use gitLFS. I have Gitkraken and github desktop if that helps.

digital haven
#

hi guys

#

anyone knows if in 4.19 the unreal apply locks in files with git as source control?

hearty tulip
#

afaik, it does not

#

@digital haven

hybrid musk
#

Got a question lads

#

Concerning the Perforce integration, when I hit submit it didn't submit all files

#

just 2

#

any idea why? resorted to using P4V to manually submit everything

dusk dove
#

which version?

hybrid musk
#

UE 4.19.2

#

@dusk dove

dusk dove
#

I think this was fixed in 4.20

#

it always does a reconcile of the content folder now

#

when you use the in-editor submit

hybrid musk
#

welp seems like it doesnt do it

#

decided to just disable it in UE4 and use P4V

#

problem: it still asks me to check out assets with source control disabled ;-;

slender gyro
#

Is the built in source control in UE worth it, or should I use perforce or git standalone?

fiery prism
#

what built in source control

jolly fog
#

what built in source control?

#

o.O

#

I think you mean using a different client?

#

I am surprised no one is using SVN

#

What's the deal with it?

#

In general git sucks for UE4 imho

dusk dove
#

probably talking about the perforce plugin?

lofty warren
#

hi all

#

If I want to backup my perforce depot

#

do I just copy my unreal project dir to my external HDD?

#

is there a more proper way of doing it?

smoky trench
#

You want to run that on the P4 Server itself

lofty warren
#

thanks!

haughty ember
#

Notice something odd today, while trying to back out of changes in Perforce...

#

They changed up the wording...took me a good bit to figure out why I couldn't find Back out of changes

#

It's called **Undo Changes ... ** now

robust jacinth
#

Is it? Isn't that a separate option?

#

Maybe I'm confusing it with roll back vs back out.

#

Ah, I think they maybe combined both into one dialog with options for either of the old behaviors. Makes sense to change the name then, so it's not confusing to have one option missing and another secretly doing something different.

haughty ember
#

Makes sense

#

But wish they had better UX 😃

robust jacinth
#

Better UX? [laughs in Perforce]

reef solar
#

how do I discard diff save files

#

weird, I just closed the project and said not to save

#

when I opened it again it said it couldnt find them and my main level is referencing them

teal totem
#

@reef solar I think you want to ignore that folder

reef solar
#

it's in unreal though, not sourcetree

#

it's saving to the umap

#

or well it's connected to the umap

#

I dont even know where that folder is

#

\Saved\Diff

#

Saved/* is in my ignore list

#

🤷

faint copper
#

can someone voice call me and help me with setting up my source control? ive followed several different youtube videos and cant seem to get it figured out

dusk dove
#

is there a better way to quickly diff all assets in a changelist?
I can see 2 options:

  • have p4v launch the editor with -diff thing. this can only diff one asset at a time or it prints a big error. takes 10 seconds to launch for every single asset.
  • use the diff from within a running editor. there is no changelist view though (did I miss one?) so I have to look at p4v to see what files were changed, find them in the content browser, and then go through 2 menus on each...
gritty jacinth
#

Hi guys, does anyone have any issues using git with multiple people with ue4? It seems like some issues will occur when people make changes to blueprints but I want to know before I commit to using git or perforce. I know perforce handles merges with binary files so it might be better to use perforce. What do you guys think?

boreal sand
#

hi, very newb to UE4, not newb to programming/git... just started 'source control' and initialized git repo. also told it to do the initial commit
there are still a bunch of untracked files:

        .gitattributes
        .gitignore
        Config/
        Content/Blueprints/
        Content/StarterContent/
        Source/
#

can i just commit these with the command line or is there something else i should do with the editor?

tired fox
#

I have same question as @gritty jacinth
I'm planning to use git for the upcoming EpicJam.
I'm using default Unreal ignore file from github, plus adding one folder to ignore list - Content/Art/*
Our heavy .uasset files (Models, Textures etc.) will be stored in that Art folder and shared separately.
But since blueprints are considered binary as well, will they bloat repository? What's everyone's experience?

rain moat
#

Hey guys! I'm newb in unreal. do we have another solution for source controle as perforce or SVN?
We need to get/share data only for 2 users. Is ftp could be a viable solution if we don't need to check out files? perforce seems too complicated to set up with perforce server for me. Thanks!

median heart
#

FTP isn't really source/version control, it's just sharing the files.

#

There's always Git, which is pretty easy to set up, though it doesn't work as well with binary files as Perforce.

jolly fog
#

What does "sync" do on perforce

#

Does "sync" override anything?

haughty ember
rain moat
#

@median heart thanks! Will try git

tired fox
#

@lucid plaza Oh, yeah. Now I see this could be an issue. Thanks for heads up. Btw, I remember there is a feature to lookup diffs in blueprints. Is it working alright? Anyone can point me to a place where I can learn more about it? Docs seem outdated a bit.

#

@lucid plaza I see. Then, any particular workflow to advice? (Except messaging everyone that you changing this particular BP and no one should do that too =)). Frankly it's ok too, since it's only 4 of us. I just would like to learn better practices.

#

being aware of each-others work doesn't scale up much.
I've been looking at lfs, we are ok without GUI. But, if I'm not missing smth, still doesn't resolve BP merging problem? Anyway, thank you for info., cheers 😃

#

Oh, now I see. Yes, perforce have a file locking mechanism. Hm, maybe should try that in lfs. Although not sure how it works with everyone haveing a local copy. My guess, you have to push when you lock a file, and everyone have to pull this info to know you locked a file, then you push again after making changes and unlocking the file? fiddly, but might work.
Will read up more on it. Thanks again~

gusty lion
#

How do you guys deal with engine source and marketplace plugins?

#

you have to have a launcher version d/led too keep it in sync with an engine built from source. Massive PITA

uneven coral
#

@tired fox p4 sets all files locally to read only. when checking it out p4 sets them to writable and notifies the server instantly so other users cant access it. you can actually see the time and who checked it out in unreal.

white shadow
#

Ue4 uses 100% of my ram when changeing anything in the project via perforce.

#

Any idea why this is happening (I have ccd off) Well better is there any way to speed up the process ?

tired fox
#

@uneven coral Yup, I meant exactly this feature 😃 But not sure how Git LFS - locking system works yet. Still doing the reading part.

median torrent
#

so

#

i just signed up for this

#

and i still don't quite get how it works/what it does

uneven coral
#

its a 5 user limit version of perforce and something else. i only use p4. i dont use the other software.

#

@median torrent

keen lagoon
#

Quick question about P4 - I have a 2-man team working in UE4, can you use it without needing a central/remote repo? Can we just each have a local copy of the repo and sync back/forth? If this makes sense.. haven't actually used VCS much lol

fiery prism
#

You're thinking more about git. p4 is centralized

#

only one of you needs to act as the server

reef solar
#

anyone have a solution to file locking with SourceTree?

trail ridge
#

@reef solar You mean issues where files are locked any you can't send upstream?

reef solar
#

no, not being able to lock files while working on them

#

like Perforce

#

you have to Checkout files in perforce to edit them

trail ridge
#

Yea, you already enable it?

reef solar
#

Sourcetree doesnt have a feature like that

#

but Git LFS does

trail ridge
#

Right, it displays a log message on every push/pull I think telling you how to enable it

reef solar
#

does it

trail ridge
#

Yea, show full log when you push/pull next and read it

#

Or at least it used to

#

Anyone here used GitKraken?

worldly charm
#

I used it about six months ago and at that time it was quite a bit slower than SourceTree.

reef solar
trail ridge
reef solar
#

hmm

#

that command isn't working when I replace my project name

trail ridge
#

Where'd you add it?

reef solar
#

Terminal?

trail ridge
#

honestly not sure what that URL is

#

seems like it needs to be in your .gitattributes tho

reef solar
#

there's a info fodler in the .git folder

trail ridge
#

Also, seems to be totally dependent on which API your repo server is running

#

yea, mine only has exlude

reef solar
#

so now to lock a file you have to use the terminal?

trail ridge
#

it makes all files you declare readonly by default it seems

reef solar
#

sounds bad

#

just gonna use assembla with perforce

#

next time

trail ridge
#

yea, if file locking is a priority for you that'd probably be the way to go

#

Have i shared my VCS for gamedev write up with you?

reef solar
#

kinda has to be with anyone working with a team on unreal projects

#

I don't believe so

#

can't really merge uassets together liek oyu can ini's or cpp

trail ridge
#

Yea, my team is 9 with 6 of us needing to do in-engine stuff fairly regularly. Haven't needed file locking, we just mention in the chat what files we're working on

#

The umap is really the only thing we ever need to worry about

#

Animator just touches Persona stuff
Level designer just touches umaps
Audio guy touches Sound waves/cues and umaps
Character artist just touches Skeletal assets and their materials
Hard surface guy just touches Static meshes
I do the rest

#

I'm sure if there were multiple dedicated programmers things would interweave a bit more

reef solar
#

my team has 2 generalists and 2 modeler/texture artists so we all could be working on the same stuff

#

That link says Assembla is $45/per user per month? It looks liek it's $10 per user per mo\nth now

#

or does that not come with Perforce cloud

dusk dove
#

just put a p4 server on a vps and it's done

reef solar
#

damn $45 per user per month is expensive af

#

for real

dusk dove
#

to get more than 5 users have people share them, and identify the user by workspace instead (you can make 20 of those)

reef solar
#

is that not a pain

dusk dove
#

not much actually

reef solar
#

I'd rather just host my own

dusk dove
#

well you have to

reef solar
#

🤢

dusk dove
#

but it won't let you make more than 5 users without a crazy expensive license file

reef solar
#

There is Cloud Perforce though

#

but it's $45

smoky trench
#

Which is ~$10 more then the standard p4 per user per month cost

#

I personally wouldn't recommend Assembla, had bad experiences with them

#

Ended up being faster and cheaper to host on site and put a replication server closer to users who needed it

trail ridge
#

Yea, i pay nothing for 1TB of cloud hosted LFS

#

With as many users as I want, but only 5 can have access at any one time

jaunty dove
#

I deleted the .git folder of my project. The repo is on github too and it's updated so I guess I didn't actually lose anything. How can I continue using git in my project without deleting the content of the folder?

brittle raft
#

@jaunty dove Clone a new repo and paste your current project into it

jaunty dove
#

@brittle raft Thanks

burnt shadow
gritty jacinth
#

Hey guys, in perforce does anyone know the difference between streams and classic depots?

burnt shadow
#

Streams are newer and have more features

#

That is literally the only practical difference

dusk dove
#

it bothers me that I can't come up with a good pun on perforce being ridiculous expensive

#

like expensivebuild

brittle raft
#

@burnt shadow As far as I'm concerned, I don't think a simpler Perforce can be the answer. Essentially, that already exists as Subversion

#

And branches are very relevant to even amateur teams, imho

#

As in updating to an UE4 version is something I wouldn't consider without branches, for example

slow cedar
#

@burnt shadow oh man wtf, good luck with your GFM 😮

#

also, yes, dowant a game dev dedicated source control system

jaunty dove
#

I want to have all my used assets in the Art folder, is there a way to know if a used asset is in another folder? I have plenty of stuff from the marketplace and those folders are ignored in my git so I want to move all the used stuff to Art so git can track them

pulsar parcel
#

perforce already does pretty much everything fairly well and perforce isn't the most ridiculously expensive thing, especially when it's critical to your business

#

i had hopes for plasticscm but it turned out it sucked

brittle raft
#

I would definitely agree that source control software almost always suck at user experience

#

And that there is no really good VCS for gamedev

burnt shadow
#

Aye, I've convinced multiple companies to spend tens if not hundreds of thousands on perforce licenses

brittle raft
#

Not sure a dumber Perforce would be better though

burnt shadow
#

because

#

you need it

#

but you only need it because there is no real substitute

#

and maybe it is my shitty marking skills that make "dumber" a bad word to use here

#

but like

#

The amount of people using perforce brancing, streams, work spec repos, etc

#

is almost zero

brittle raft
#

Branching is fundamental imho

burnt shadow
#

Yeah, for some its a religious paradigm

#

for others, branching is a sin

#

I'm in the middle

#

I'd rather have a local working copy that can be pushed up

#

which is far far different than how perforce branching works

#

perforce branching is a fucking nightmare

#

git branching is fantastic for code only

#

goes to complete shit binary wise

brittle raft
#

Git basically lacks working locks

burnt shadow
#

Aye, imo all things that aren't pure text should always be locked

#

and LFS locking is kind of a joke

brittle raft
#

Yup

#

Still, branches are really welcome, even for assets

burnt shadow
#

I'm not 100% against branching, but I'm 100% of the mindset most game project devs don't need it

#

People who love branching are gonna branch

brittle raft
#

I would vehemently disagree

burnt shadow
#

Maybe we have completely different working circles, but I haven't seen a shipped game make use of branching in perforce in over like 5 years

brittle raft
#

Stuff like an UE version upgrade, where you're going to be testing and trying stuff for at least a week, before committing to the change, is where a branch is the only sane approach, imho.

#

We currently have three branches on our two-person game

burnt shadow
#

There are ways to do those upgrades locally without requiring a new branch

#

And ways to automate testing and blah blah blah

#

and dealing with different engine versions on a 20 man team sucks ass

#

its way easier to do a migration over the weekend when no one is in the office

brittle raft
#

Or you could use branches

#

That's what I'm saying here

burnt shadow
#

with a huge team you're very likely to get merge conflicts on a branch because an asset type that was worked on after starting the branch is no longer supported / fundamentally changes in the next engine version

#

and then you might as well branch the branch

#

to fix that

#

which is insane

#

but I understand that it is a workfow

brittle raft
#

I think not using branches, or testing only two days the next engine version, is insane

#

But well

burnt shadow
#

thus automated tests and local validity checking

#

which should be done anyway

#

and, this is only relevant for people who use custom engine builds

brittle raft
#

We don't use custom engine builds

burnt shadow
#

then you don't need your engine on source control

brittle raft
#

We don't have it

burnt shadow
#

then there is nothing to branch

brittle raft
#

Of course there is - the project

#

Until you're confident the new engine version works well and you've updated all the code

#

The problem is, if you update engine and then there's a blocking engine bug, what do ?

burnt shadow
#

revert

#

because source control

#

or

#

fix it

brittle raft
#

Okay, but every asset change is now invalid

#

If you update engine on monday and find the regression on friday, what do ? Revert a week of work ?

burnt shadow
#

I've never ever had a case where thats happened

#

if we're doing an engine migration that would even remotely do something like that

#

we would have a custom engine

#

and we'd just fix it

brittle raft
#

You've never had an UE version with a new bug in it ?

burnt shadow
#

not one that needed to revert the engine

#

it also helps if you don't migrate to a .0

#

If a bug requires an engine revert, it should be immediately obvious

#

otherwise your testing and validation is bad

brittle raft
#

What we do here is upgrade on a branch of the project, test it for a week or two while work continues on the main branch, and then merge the upgrade branch

#

Until the branch isn't merged, all asset work is on the main branch

burnt shadow
#

Maybe we just do things different out here, iunno

#

engine migrations aren't usually done willy nilly

brittle raft
#

I think our current 4.20 branch is basically a month old

#

We haven't committed to 4.20

#

We have a beta build released to the public with 4.20

#

But all development is on 4.19

burnt shadow
#

yeah that is weird as fuck to me

brittle raft
#

We know 4.20 fixes some hardware support, we're not sure it doesn't introduce bugs, so we do that

#

Everyone's happy

#

We can do a month of work on 4.19, merge that trivially into the 4.20 branch

#

Update our beta

#

Still not committed to a new engine

#

I'm not saying it's what everyone should do or anything, just that branches enable some really great flexibility

burnt shadow
#

Aye, that is definitely a very specific workflow that requires branching, and if it works for you, thats great; it also means you have the means of handling it

#

It is everyone else who doesn't have the means that I'm trying to address

brittle raft
#

Yeah, I know. Just voicing my concerns here - I love the idea of a gamedev-centric VCS, that needs to happen

#

But what you suggest wouldn't work for us in any way

noble knoll
#

Pubg uses SVN

#

becouse they say SVN is the default CVS in korea

#

400 gb of repo

#

works fine

#

much better than i ever expected it to work

#

no branching tho, but same in perforce

haughty ember
#

@burnt shadow damn dude, didn't know all that stuff was going. Looked good from the outside looking in. Best wishes in your endeavors, hope it all works out in the end!

#

Only forseeable issue I see here is the monetization that you are supposedly going to try to make cheaper than Perforce (hopefully perpetuals, not monthly sub shit), especially once you start taking in investor money. You gotta pay all that back somehow, and the only way will be to price it just right so you can, while also making sure you are compensated for your own work.

I don't know if Perforce is really that greedy, but I feel like damn if they haven't already been through all this over the past whatever years. They not only have their perpertuals at roughly $1000 (can't remember the exact quote they gave me) but a minimum of 20(or 25) users.

Their yearly sub is $420/year. I hate subs though.

noble knoll
#

i scrolled up a bit, looks amazin Allar

#

but

#

why not try to make it a fork of an existing CVS?

haughty ember
#

Like SVN?

noble knoll
#

like, why not take SVN, wich is simple as fuck

#

and try to improve it a bit

haughty ember
#

The problem here...there's no real one-all solution

noble knoll
#

yes

#

but going from scratch?

#

also,look at what naughty dog does

haughty ember
#

Everyone one of the current ones has a pro/con list

noble knoll
#

for their self-rolled CVS

#

they have a central file server, like a NAS

#

everything there is read only

#

when an artist opens the project

#

it loads the files from that server

#

when he checks out, it downloads the file and creates a local copy

#

the rest is similar to perforce or others

haughty ember
#

TBH, the "future of gamedev source control" I thought would be PlasticSCM

#

I think they have something, but aren't doing enough with it. Definitely not marketing it right

noble knoll
#

the fact that is paid even for small teams doesnt help at all

haughty ember
#

I love Perforce. I just wish it was cheaper.

noble knoll
#

people are like "why this and not perforce"

#

specially on small teams

haughty ember
#

And better UI/UX

#

Since newbies can cry too much about it

noble knoll
#

plastic should offer a 5 people trial,like perforce does, for example

#

at lleast people can try it like that

#

the thing is that you basically cant try it

haughty ember
#

Aye

#

The price is nice though on PSCM

#

I mean, they beat out Perforce easily

#

So, "Allar VCS "(hopefully not named trolly like other products, cough cough). Should be able to beat out Plastic in pricing.

fiery prism
#

Generic Versioning Engine

pulsar parcel
#

though at this stage i don't think i'd be putting money towards a vague idea where the pitch is just some random p4 installer error

#

when we tried plastic years ago it was actually more expensive than perforce was at the time since we switched back to perforce after trying plastic

lofty warren
#

hi all, perforce doesnt seem to track the changes I make in my C++ code, how might I go about fixing that?

dusk dove
#

unlike git, perforce is dumb and can't figure out you changed stuff by itself

#

I just run reconcile on my source folder when I'm done

pulsar parcel
#

Or use the editor integration like you're supposed to

#

Perforce has the concept of checking out and when you check out a binary file, it locks it so someone else doesn't accidentally overwrite your changes

#

Which imo is good design

#

Probably a bit more annoying when it comes to source files bit there's an integration for VS too

#

Reconciling is slow and gets unusably slow once your project gets beyond a certain size

dusk dove
#

ya, I do that for assets of course, but it's pretty unnecessary for cpp where you don't need locks

#

the vs extension is supposedly really bad

#

reconcile is pretty fast if you run it on just the source folder and not the whole project

#

they also made reconcile a lot faster in recent updates

lofty warren
#

how would I use editor integration? is that through UE4 or through VS?

dusk dove
#

in the unreal editor, click source control at the top

#

it automatically checks out files as you try to save them

#

and can submit too

#

attempting to sync in the editor usually ends in it crashing though, so I'd always do that with p4v while it is closed

pulsar parcel
#

P4VS is perfectly usable once you mess with the defaults a little bit

#

i think the defaults are configured for being on the same LAN as your perforce server

#

so it just tries to grab as much info as it can

dusk dove
#

hmm

#

I installed p4vs, but so far nothing seems to be happening

#

oh

#

why can't it pick up the settings from p4v like unreal does

#

oh

#

it froze

#

this works great

pulsar parcel
#

yes, you need to change the data retrieval settings

dusk dove
#

it's still frozen though 🤔

#

oh

#

it crashed

pulsar parcel
#

lazy load works if you're pretty far from the perforce server

dusk dove
#

let's try this again

pulsar parcel
#

this isn't a default for some reason

dusk dove
#

was I supposed to click this button at the bottom right to make it start doing things

pulsar parcel
#

i just add it from the p4vs toolbar usually

dusk dove
#

oh

#

it didn't give me a toolbar it seems

#

huh

#

I changed a file and saved it, but it didn't do anything about it

pulsar parcel
#

it's the same way you add any toolbar to VS

#

it's not on by default

dusk dove
#

ye I found the toolbar

#

but this just gives me buttons to manually check out files and reconcile 🤔

pulsar parcel
#

it has to know the file status to actually check it out, that's the disadvantage of lazy load, if you have it set to that

#

but it's better than manually finding the file in the depot or workspace tree in P4V

#

not sure how that's related to source control

#

then why post the question in a completely unrelated channel lol

errant garden
#

Any idea where should I post it?

dusk dove
#

I changed it back to default from lazy load, took quite a while to start this time, but still no auto checkout 🤔

pulsar parcel
#

if it knows the file status, it'll show it in the solution explorer

#

with a green light symbol if it's up to date and not checked out

dusk dove
#

the green dots are new

#

if I change and save one of these files nothing changes about the green dot 🤔

pulsar parcel
#

it should check out automatically when you type anything in those files

#

and then you'll see a red tick in the solution explorer by the file

dusk dove
#

but

#

it doesn't 🤔 🤔

pulsar parcel
#

here are my general settings

dusk dove
#

nearly identical to my default ones, I have the prompt for changelist and automatically add new files enabled

pulsar parcel
#

i would remove that prompt because otherwise it'll ask you for a changelist for every edit rather than using the default one

dusk dove
#

makes sense, tho that didn't make auto checkout work

pulsar parcel
#

auto-checkout should work as long as the toolbar actually has the checkout button available for the file

dusk dove
#

I clicked the reconcile button in the toolbar

#

it checked out the file I modified

#

but the check out button and green dot is still there 🤔 🤔 🤔 🤔

pulsar parcel
#

which means it was saved without checking out

#

we don't +w our source files

dusk dove
#

oh

#

does it not work when they are writable

pulsar parcel
#

that's how the auto-checkout usually works, it just hooks the ctrl+s on a read only file

#

actually no, the editing of a read only file

dusk dove
#

hmm

jaunty dove
#

I want to re-apply (on top of the current state of the repository) the changes in a specific commit that is part of the history of the repo. Is that posible?

#

talking about git

brittle raft
#

Kind of

#

Cherry picking does that

jaunty dove
#

@brittle raft Thanks, I'll try that

lofty warren
#

Hi all, I realized my perforce Depot is on my SSD and it is eating space. I want to move to a different drive, I did some googling and saw their are a few methods.

#

Can anyone recommend a particular method?

lofty warren
#

got it, went for a copy paste method and altered some config txt file

fickle roost
#

hey there, are there any perforce for real dummies guide ?

#

or would someone be willing to help with setting up in exchange for my skills ? 😃

#

environment art, could help out someone if needed in exchange for help with setting up perforce

fickle roost
blissful moon
#

Hello guys just a random question. I'm sure this question has been asked before but it seems to be unclear when I did some google searches. But from my time doing some research and using both P4 and Git/LFS for UE4 I was wondering if there is a way to use P4 in tandem with Git. I would ideally like P4 for Source controlling uassets and art work files while separating any C++ code from the locking mechanism by keeping it managed with git? has anyone done this and if so how is there a way to sync P4 with git so if you push something in git its pushed along side the p4 aswell?

#

obviously you can use both but I suspect it would be confusing for some people to have both. But If its possible to have them work seamless together that would be awesome

long mural
#

is there a way for perforce to exclude certain users from getting the Source folder?

#

like artists who dont need it?

molten marsh
#

Create groups and setup the groups permissions for the directories you want it to access.

long mural
#

thanks @molten marsh

#

is there a way to make binaries not need to be checked out?

molten marsh
#

Make them writeable in workspace.

long mural
#

ah ok got it thanks

robust jacinth
#

It's not a terrible idea to have groups with permissions, but you should actually use virtual streams in this case.

#

@long mural

long mural
#

i cant work out how to use virtual streams

#

tbh i only know basic depots

robust jacinth
#

They're just streams that don't actually branch.

#

They're more like a view of an existing branch than an actual branch. You can create one that filters out source.

long mural
#

is there a guide on virtual streams?