#source-control
1 messages · Page 38 of 1
what
you're looking at the wrong providers
I'm using the $10 version here https://www.linode.com/pricing
SSD cloud server pricing featuring hourly billing starting at $5 a month. Up to 3840 GB of SSD storage and 20 TB of transfer.
works perfectly
p4d is extremely efficient and doesn't need much memory to run
it would probably run on the $5 version too but 🤷
woah
if you've never used a vps before you might want to ask that friend to help you
it's very easy to mess this up
Thanks. I am actually a Network Engineer, i just host with Hostwinds
the whole perforce side of things are whats getting me atm. 😄
(for what it's worth I used the t1.micro from aws free tier with a team of 5 and it worked flawlessly)
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)
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)
yes it would be a dedicated server for building
ok cool saw a lot of people saying 8 but wasnt sure if I needed 8
Lots of CPU Cores, Lots of RAM (8GB minimum is my recommendation), SSD
it all depends on how fast you want it to build
and if it's ever going to actually run unreal, i.e. to do packaging, it'll need 8gb+ of ram
id be running jenkins on it... and packaging through command line
not actually running unreal
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?
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
@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
I've tried that..
Which shouldn't be needed
if I use gitkraken to generate the key, it stops complaining about the format, but gitlab rejects it
when I try to push
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
It's a bit weird, mine worked after generating a secondary key. I can also say that the new Sublime Merge client worked
Without issues
Was your repo new, or cloned?
you can convert keys to different formats using Putty, maybe that'll help
It was new
See, it was working with a brand new repo, but not with my cloned repo
Which makes me think it is some kind of config that was carried over from Github making a problem
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.
I've got over 100 commits, so I didn't want to lose my whole project history
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
Yeah apparently they only do email for paid support. they have a slack, but it's pretty empty
I've posted on a forum they have but also low traffic
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
@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.
Do you need to use gitkraken? Isn't better to use some other client and have your history?
I can't get anything to work with it.
Tried the github desktop client, it won't authenticate
sourcetree has added it but I can't get the ssh keys working with it.
I've got my "old" history in another directory I guess if I ever need it.
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.
So I'll just start fresh
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
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
10gb vs the 1gb on github.
Yeah, gitlab is pretty neat. I switch some years ago and never looked back. But I use it mainly for normal code
I don't know for sure that it was really an issue with gitkraken
I'm convinced there is something wrong with my repo.
But I don't know what.
like some leftover config or something from Github that was messing stuff up
it made no sense why I could push to a brand new repo but not the repo I cloned from github
omg...
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.
@untold night I think it's an LFS error..
I wouldn't be surprised at all because I really never had a problem with git in years of usage.
The command line doesn't work either?
I was using LFS fine on github
I did init my repo on gitlab with lfs
and it's checked in the settings
let me see
I'm on a totally fresh repo with fresh new keys
I'm not sure bash will work right now because of the way gitkraken creates them
It absolutely should, it's the same thing. You should even be to go to your repository settings and check the key there
the difference is when you make the key via GUI there is no opportunity to set a passphrase
and I have no idea where gitkraken puts the ssh keys that it makes via gui
it doesn't put them in the home/user/.ssh folder
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
but the gui can't use bash generated keys it complains they aren't the right type
Yes, that's exactly what it is, confirmed. Uploading LFS objects permission denied (public key)
Yes
I can push small files
You can see in the background, I pushed 2 commits after the initial commit, those were small files
Tried a bigger set of files for the third commit and suddenly it breaks
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.```
That's my bash output
when I try to push with that.
using the GUI seems to make bash not work at all
I only had bash working before when I generated the keys in bash
and manually added those to gitlab
but if I do that, the GUI complains the keys are no good and refuses to work.
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
It's pretty weird to not work
I added a second key via bash
so I have two keys now
a bash key and a GUI key
lets see if that works
bash can push LFS, it's doing that now
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
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
but it did give me a blue "fetched LFS" checkmark message while pushing.
I don't know what i did exactly but maybe it's fixed
my commit history is a mess of test commits though.
Thanks for the help, I'll test it a bit later with a real commit
Cheers
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
Hello.
Does ue4 work with git only with the plugin that we have when we install and launch UE 4.20
Or does i need to install this https://github.com/SRombauts/UE4GitPlugin
Because without this plugin i dont arrive to Push on déposit directly from UE
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!
the pinned messages are a good starting point
Would check that out. Thanks!
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?
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
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
I recently found out that Perforce was actually free for small teams (a few years ago I checked it wasn't)
perforce needs a server to run on
cheap vps works fine though
you won't find anything good for free for unreal
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
I'm alone.
Just using vcs to backup the files. Project is just for portfolio and not professional.
Oh I didn't know that. I'll look into it, thanks!
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(?).
Amazon aws Lightsail is way better than those scammers.
azure also seems alright
Amazon started charging me way before even getting close to the free tier limits. i would recommend Azure
I've never had an issue with Digital Ocean and I know many people who haven't had issues with them.
They're not scammers.
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.
My money is still with them @brittle raft
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.
@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.
That's mistake of their user verification system. Looks like Digital Ocean users started to defending their server provider already. I'm out.
I hope someday a service provider gets your money without providing something, and you will understand my point here.
Your frustration is understandable. Your behavior is unprofessional.
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.
They will likely refund you, since you don't intend to use their service and haven't gotten any value out of it.
@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
Paperwork? Really? Which year it is, 2000?
Not literal paperwork.
Do you exist, literally in any country?
It's unfortunate that you needed a server in an emergency.
They're not responsible for that emergency though.
Like I said, your frustration is understandable.
And sharing your bad experience here with them as a provider is okay.
maybe its cause I secretly went through this scam, but I can have a new p4 box up in a lunch break
I registered with my company details, there were no reason to lock my account.
Maybe there was, but they haven't yet explained that.
🤷 You'll find out eventually. Hopefully with a refund.
Did they lock it after you've done stuff or are you waiting to get to do stuff
24 hrs passed and still no answer on ticket system btw
If you check out google, there are lots of people like that.
what verification process? 🤔 when I made an account there ages ago it was just click and done
Is this before or after starting a server
none of them got any answer after account lock
@dusk dove Ditto.
it let me create a droplet immediately after one payment
stopped using it tho, since linode servers have better cpus
I stand by Digital Ocean but I do think possible changes to their verification methods are needed.
Disclaimer: I'm basically paid to say that (that referral money)
Before server
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.
They charged me for account verification process after entering my credit card number
and it said my account is still on verification process.
Do you have a non-big or non-us bank?
After 5 mins, it said my account is locked forever, and no information needed from my side to them.
I'm using one of biggest bank in my country.
Which country?
Turkey.
interesting, I used paypal to sign up so maybe that works better
That is probably your problem
Well, there you go.
There you go? For what?
Not that its caused by you, but countries in that region tend to take extra long for verification stuff
There are all kinds of export laws and regulation regarding IT stuff with those countries
I'm saying they locked my account, verification process took 5 minutes or less
after charging me for credit card verification, and that fee was damn high
You were probably flagged for possible fraudulent behavior based on some heuristics that unfortunately apply to you being in Turkey
Which is shitty
^That^
If it's like that, that proves Digital Ocean is still not a goos service provider.
That's pretty much any reputable online service though.
Because I provided same information to aws, and registration was buttery smooth.
I also have a developer account on azure too..
Aye, smaller providers are usually slower when it comes to shit like this
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.
snap
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.
Same with, say, Venezuela for example.
I understand that, but they're providing the service after charging you.
In any case, insulting a company 12 hours after requesting something is just bonkers level of unprofessional
and I already paid the money they requested in verification.
At least wait a week
I'm a little confused about the verification fee.
Week?
I've never had any kind of verification fee.
@robust jacinth in the past it was rolled into something like
Customer service does not happen in hours, ever
pay X and the leftover will count as credit if you don't use it right away
i.e. pay $20 for a $10 droplet
@timid depot I think he meant wait a week before you curse them. 😛
^
I'll do my part and not recommend DO to anyone in Turkey
Even a stupid online mmo customer service responds you in max 1 day..
Doubtful
Although DO is usually best out of US, UK, and Australia IIRC anyway
Even if so, there's not much on the line for some GM in an MMO.
Compared to a Business-to-Business transaction like this.
i just have a tiny computer in the back of my room that i host stuff on
DO is literally the 'oh shit we got popular' mom and pop shop of cloud IT
just an old laptop, but its cheaper and faster than an actual server
its not perfect, but its pretty good
In any case, just don't snap and insult and threaten shit PR, because I would instantly cease offering service to such a customer
No one's obligated to sell you stuff
Politeness is important
They probably are legally obligated to refund
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.
If you're happy with AWS, stick to it
but there are other options as well
Vultr has been recommended a bit
Vultr is literally just like DO but not
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.
@timid depot As a final example, getting on Steam the first time, as a non-US company, is ~6 weeks of paperwork
If you want to enjoy treaty benefits on dual tax
Getting weed delivered took me 24 hours of paperwork
There are some fantastic server providers out there
That move hella slow
I.e. provisioning a new server can take up to 3-5 days
But hella cheap if you need 24/7 always on servers
if you want something done, do it yourself
One time I was working somewhere that needed a bunch of cloud servers
We called this company that was recommended to us
and it was a guy who just happened to have lots of bare metal at a data center
Took him 2 days to get to the datacenter and configure some stuff we wanted but
best customer service and support we've ever got and a fantastic rate
If you're okay with your cloud provider being a guy who happens to own a bunch of bare metal
Hell, even releasing your game, on Steam, in 2018, isn't a as-you-wish business
Can't do it on weekends
Last time I went through the process
It took a solid week to release a game on steam after you're ready to release
and thats for a US decent-size release
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
I thought that the legal and ITIN stuff happens before you get your app id
(I don't really know since the new $100 method is not the way I did things)
It used to be that a steam representative would have to grant you an app id
and to even claim that app id you had to go through a lot of steps
Sounds pretty clear cut
This is just not valuing your potential customer. At least provide the reason.
Also it's probably automatic mail.
They probably should have told you why
Yeah thats not cool
From a PR perspective they probably don't wanna say "Because you live in Tukey"
I'm 100% sure thats why
I'm planning on doing a source control torture test today, will be streaming soon
Anything yall wanna see happen
will be running git / p4 / whatever
Allar what is your streaming link
ain't up yet but will be very soon
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)
have you tried enabling perforce
@burnt shadow yes, the file is not tracked
so whats the issue?
whats the original name and what are you renaming it to
just trying to rename it to anything, tried even shortest names
whats the original name
M_Female_AsianHead
no, should not be
can you rename any other asset
nope
restart the editor
tried
restart your pc
eew...ok
and make sure everything is not read only
yeah, checked that
then iunno
i'll try to restatrt later...cause i'm downloading the files atm
@burnt shadow oookay...i've found an issue
@burnt shadow even tho p4 was disabled, it seems svn and git was affecting it, once i've disabled them - everything is work
¯_(ツ)_/¯
but i haven't used git or svn for the project
@burnt shadow well, it's just FYI, maybe someone will ask the similar question some day
aye
starting source control abuse stream, looking for input and ideas http://twitch.tv/awesomeallar
hey guys
I need to upload my engine + project to a repo
but right now the engine is over 120gb (25gb .git folder) and the project is about 30gb
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
120gb sounds like what is is normally
😄
you could try unpack it on server
not upload everything
but that would be a huge thing
@indigo relic - why are you uploading the engine? That's something that constantly changes and updates
just upload the project, and have the person download the engine separately
Epic is already hosting it afterall
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?
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into details about why you
Allar has a video there which notes the requisite files and which can be safely excluded from your depot
hello people!
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?
Any idea if there is a way to make unreal work with perforce DVCS?
when I clone a server into a personal server created from the P4V client, I can't connect it to source control plugin
also nothing is locked which I don't know if it's the default behavior
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?
how did you upgrade it?
you just have to submit all files that got changed as a result of that
i did it in the epic launcher, like starting 4.20 and the upgraded a copy of my 4.19 project
unfortunately it always chrashes when i try to sync
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^^
were can i upload my proyect?
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?
@desert wadi I'd say it is!
any perforce masters here willing to help a nooob out? I need help reverting a changelist
I think you mean backing out.
Reverting is just getting rid of pending changes that you haven't yet submitted.
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.
You can run commands through P4V
Theres a command line at the bottom
Any major operations i usually use the CLI lol
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.
Nowhere to type and commands.
Can't find any Preferences for adding a CLI input down there either.
Oh, I believe you. I remember there being one down there.
Yeah that is shitty
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.
I cant find any mention on Google about it disappearing
hey @robust jacinth I meant backing out
@robust jacinth when you install P4V you can check to have an CLI and it's an another software than P4V
@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? 🤔
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
@stoic rover if you use perforce from within unreal, you can get a merge window
@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
personal servers dont work what?
@noble knoll with unreal
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?
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
thanks for the info
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?
use normal perforce and exclusive checkout on uassets
@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
uassets are not designed to be mergeable in any way, so exclusive checkout is the best option
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?
"Refuses" how?
is there anyone uses git version control with UE4 tools? is it usable rather than Perforce?
it's "usable" when working alone
Git is incredible for code, sub-par for assets, even with the LFS plugin
Perforce is clearly better for assets, at a prohibiting cost
Thanks @brittle raft and @dusk dove
for working on an unreal project with multiple people having usable locks is really important
git lfs locks aren't usable
Honestly, is there absolutely any OSS option that's even an iota of the value that Perforce gives? I feel like there isn't.
Yea I only hear about Perforce in the conversation of PDMs and CAD
blueprint diffs are a great time
In the meantime, here we are using SVN because it's trivial
How about merges?
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
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.
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?
you just let it check out the files as you go and revert them in p4v when done
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?
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
do I need to make a new workspace for that? or can I set my current one to writable?
you can set it for the current one too but I'm not sure if that changes all the files to writable immediately 🤔
thanks, I will look into it!
Perforce seems a little more rigid than git
but maybe I am just not used to it yet
view > workspaces > yours > edit > advanced in p4v to change this
guys
i m installing perforce
or downloading dont rly know what this is
should i get Version control ?
What should i get ?
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)
Packaging shouldn't modify any of your files, despite writing new ones
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.
hi all
so what is the use of "revert if unchanged " in perforce?
if it is unchanged..... why would I need to revert it?
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
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
is there some kind of command line argument for the editor to launch a uasset diff so I can do that from p4v?
nice! that'll be useful
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 :(
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 ?
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.
all files seem submitted but look like it make some kind of check
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?
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/
when you install perforce using their script it creates a user called perforce to own it
I just installed p4d directly, not using a script
why not use their script? 🤔
I'm not aware of it, I just followed a youtube tutorial on installing perforce on ec2
Someone found a workaround to avoid check out some file to simply using GenerateProjectFiles.bat ?
Don't include temp files in your source control?
Everything that can be generated should not be part of your repo
hmm I work with some artist so
yeah yeah I use the same typemap and p4ignore than Epic
But did you include the .sln and intermediate folder in the repo?
nope
Saved? Build?
Binaries
Ah, that's gonna be the culprit
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?
What exactly do you mean by project version?
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)
You only can only preview code changes
binary changes can't be shown - github isn't unreal
Lol ah, so that's why
So he'll have to branch, merge your changes, check it out in unreal, and either merge the branch into master, or discard it
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
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
Cool, thanks @young prawn I appreciate the help. Have a good afternoon 😃
No problem!
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 ^^
Why is your .git folder even in your perforce depot?
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
@dusk dove the helix-p4d package does not exist on apt-get
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.
the script is really nice, it sets up your complete p4 server in one go
Any advantage to going amazon linux distro vs ubuntu?
Since I'm starting from scratch anyway
no clue, I use ubuntu on linode
Alright
make sure you use ubuntu 16.04 though, they don't have packages for 18.04 yet @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
what is the full command you're trying to use
cat > /etc/apt/sources.list.d/perforce.list
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
Man, it's been too long since I had linux lessons
why prefix every command with sudo when you can also just use the root user 🤷
aye
also useful to switch to the perforce user
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 🤔
you can just use sudo su perforce
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 😦
no it wants your user password in order to use sudo
There isn't one, at least AFAIK - I could do sudo su root without a password before the perforce install
the same one you used to log in to ssh before switching it to keys only (hopefully)
Hmm, the amazon instance just hands you a key, that's it
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
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
well, I give up for today
I just cannot get it to work :<
It should not be this complicated to set up source control
If anyone pops in who has Perforce running on Lightsail, hit me up
hi how are u guys
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
Yeah I'm trying to set it up on ubuntu
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 😄
hi, quick question. do you need to include the Plugins folder in your project when using source control? we have Advanced Sessions there
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
yeah you need the plugin, at least the binaries for it
why do you want to exclude the uproject file?
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.
hi guys
anyone knows if in 4.19 the unreal apply locks in files with git as source control?
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
which version?
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
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 ;-;
Is the built in source control in UE worth it, or should I use perforce or git standalone?
what built in source control
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
probably talking about the perforce plugin?
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?
thanks!
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
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.
Better UX? [laughs in Perforce]
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
@reef solar I think you want to ignore that folder
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
🤷
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
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...
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?
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?
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?
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!
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.
@median heart thanks! Will try git
@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~
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
@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.
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 ?
@uneven coral Yup, I meant exactly this feature 😃 But not sure how Git LFS - locking system works yet. Still doing the reading part.
so
i just signed up for this
and i still don't quite get how it works/what it does
its a 5 user limit version of perforce and something else. i only use p4. i dont use the other software.
@median torrent
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
You're thinking more about git. p4 is centralized
only one of you needs to act as the server
anyone have a solution to file locking with SourceTree?
@reef solar You mean issues where files are locked any you can't send upstream?
no, not being able to lock files while working on them
like Perforce
you have to Checkout files in perforce to edit them
Yea, you already enable it?
Right, it displays a log message on every push/pull I think telling you how to enable it
does it
Yea, show full log when you push/pull next and read it
Or at least it used to
Anyone here used GitKraken?
I used it about six months ago and at that time it was quite a bit slower than SourceTree.
-_-
@reef solar
Where'd you add it?
Terminal?
honestly not sure what that URL is
seems like it needs to be in your .gitattributes tho
there's a info fodler in the .git folder
Also, seems to be totally dependent on which API your repo server is running
yea, mine only has exlude
so now to lock a file you have to use the terminal?
it makes all files you declare readonly by default it seems
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?
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
General discussion about the game industry and the Unreal Engine community.
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
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
just put a p4 server on a vps and it's done
to get more than 5 users have people share them, and identify the user by workspace instead (you can make 20 of those)
is that not a pain
not much actually
I'd rather just host my own
well you have to
🤢
but it won't let you make more than 5 users without a crazy expensive license file
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
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
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?
@jaunty dove Clone a new repo and paste your current project into it
@brittle raft Thanks
Hey guys, in perforce does anyone know the difference between streams and classic depots?
Streams are newer and have more features
That is literally the only practical difference
it bothers me that I can't come up with a good pun on perforce being ridiculous expensive
like expensivebuild
@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
@burnt shadow oh man wtf, good luck with your GFM 😮
also, yes, dowant a game dev dedicated source control system
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
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
I would definitely agree that source control software almost always suck at user experience
And that there is no really good VCS for gamedev
Aye, I've convinced multiple companies to spend tens if not hundreds of thousands on perforce licenses
Not sure a dumber Perforce would be better though
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
Branching is fundamental imho
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
Git basically lacks working locks
Aye, imo all things that aren't pure text should always be locked
and LFS locking is kind of a joke
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
I would vehemently disagree
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
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
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
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
I think not using branches, or testing only two days the next engine version, is insane
But well
thus automated tests and local validity checking
which should be done anyway
and, this is only relevant for people who use custom engine builds
We don't use custom engine builds
then you don't need your engine on source control
We don't have it
then there is nothing to branch
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 ?
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 ?
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
You've never had an UE version with a new bug in it ?
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
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
Maybe we just do things different out here, iunno
engine migrations aren't usually done willy nilly
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
yeah that is weird as fuck to me
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
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
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
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
@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.
i scrolled up a bit, looks amazin Allar
but
why not try to make it a fork of an existing CVS?
Like SVN?
The problem here...there's no real one-all solution
Everyone one of the current ones has a pro/con list
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
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
the fact that is paid even for small teams doesnt help at all
I love Perforce. I just wish it was cheaper.
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
Aye
The price is nice though on PSCM
Plastic SCM offers different licensing and pricing options: free editions (for Personal and Community use), and commercial editions (for small or great teams, and Cloud edition for teams who only need a cloud server)
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.
Generic Versioning Engine
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
hi all, perforce doesnt seem to track the changes I make in my C++ code, how might I go about fixing that?
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
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
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
how would I use editor integration? is that through UE4 or through VS?
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
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
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
https://i.imgur.com/tgt3lI5.png this is some next level ui style
oh
it froze
this works great
yes, you need to change the data retrieval settings
let's try this again
i just add it from the p4vs toolbar usually
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
ye I found the toolbar
but this just gives me buttons to manually check out files and reconcile 🤔
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
Any idea where should I post it?
I changed it back to default from lazy load, took quite a while to start this time, but still no auto checkout 🤔
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
the green dots are new
if I change and save one of these files nothing changes about the green dot 🤔
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
nearly identical to my default ones, I have the prompt for changelist and automatically add new files enabled
i would remove that prompt because otherwise it'll ask you for a changelist for every edit rather than using the default one
makes sense, tho that didn't make auto checkout work
auto-checkout should work as long as the toolbar actually has the checkout button available for the file
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 🤔 🤔 🤔 🤔
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
hmm
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 Thanks, I'll try that
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?
got it, went for a copy paste method and altered some config txt file
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
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
is there a way for perforce to exclude certain users from getting the Source folder?
like artists who dont need it?
Create groups and setup the groups permissions for the directories you want it to access.
Make them writeable in workspace.
ah ok got it thanks
It's not a terrible idea to have groups with permissions, but you should actually use virtual streams in this case.
@long mural
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.
is there a guide on virtual streams?