#source-control

1 messages ยท Page 39 of 1

robust jacinth
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No doubt Perforce has one.

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You could also use UGS and simplify everything down to a nice UI.

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See Engine\Source\Programs\UnrealGameSync\Deployment.txt

long mural
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so my depot needs to be a Stream depot

robust jacinth
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Not for UGS to work.

long mural
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and it works fine with the engine being included?

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i have my project under my engine directory

faint cairn
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Anyone with Perforce knowledge an idea how I can properly renew the certificate of my Perforce Server?

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It's p4d -Gc, but it wants the P4SSLDIR environment variable set

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And I have 0 idea to what

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On my digital ocean (ubuntu) droplet, I found an ssl folder with both certificate files and I used that one with my perforce user

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But it keeps telling me: P4SSLDIR not defined or does not reference a valid directory.

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-.- I hate this piece of software.

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I can see it being defined and I also made sure there is no last /

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afaik, the folder should only have 700 rights or so. But well.

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Sorry to ping you @burnt shadow but did you ever have to renew a perforce server certificate and needed to define the P4SSLDIR var?

burnt shadow
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Woah

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No

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I mean I've had to do corporate perforce license file renewals but those arent the same

faint cairn
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Yeah I tripple checked what Perforce says in the docs:

  1. User who owns the p4d process is the only one to use the ssl folder. (700)
  2. privatekey.txt and certificate.txt files in there, both proper rights (600)
  3. P4SSLDIR set to that folder, excluding the last /

:/ So frustrating..

faint cairn
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Killed p4d process. Started again with -p 1666

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No users anymore. Logged into p4admin -> gained super user rights

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Ha, gotta love perforce.

long mural
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anyone got a good ue4 .p4ignore?

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for engine source, so i dont upload thirdparty binaries etc

molten marsh
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Theres one in the Engine/Extras/Perforce folder

long mural
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yeah but that one doesnt filter out the Thirdparty stuff

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installed via setup.bat

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i just ignored Engine/Content and Engine/Binaries/ThirdParty/**.dll

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which reduces the size by loads and they get added via setup.bat

long mural
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how do i build a binary editor for distribution to people without needing to compile it?

smoky trench
long mural
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thanks @smoky trench !

fickle roost
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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 ? ๐Ÿ˜ƒ
environment art, could help out someone if needed in exchange for help with setting up perforce
MichalArendtLast Tuesday at 12:39 AM
https://www.artstation.com/arendt
ArtStation
Michaล‚ Arendt
Environment Artist / Open for work

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reposting ๐Ÿ˜ฎ

teal totem
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@fickle roost Hey I can totally help you setup your own Perforce

slow gust
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dang, I've forgotten if I need to setup a Depot for a new project or if one gets created automatically. I'm stuck on how to map to a fresh project when the depot doesn't exist (yet)

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ah answer - create a new depot in admin.

earnest snow
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Looking for some help with git-lfs.

My friends and I are working on a game, and one of us is getting this error when they try to pull.

external filter git-lfs smudge %f failed```
And...
```git-lfs smudge 'Content/FPSBois/UI/Images/BloodHUD.usasset': git-lfs: command not found```
Our googling is failing us and we are new to git-lfs. Does anyone have any experience that they could help us track down the issue?
clear gull
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@thick marten Hey Mathew! I followed up your tuto on SourceControl using Git (SourceTree)
I was wondering if you could possibly share how I can cleanly migrate ue4 versions of project and still keep the versioning fine. I have it setup for 4.20 and now moving to 4.21 but not sure whats the best way to add it to source control. (sorry if its a bit of a noob question)

thick marten
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@clear gull should not really be much of an issue. It's the core engine that changes for the most part and your project files are just pointing / versioned for that version. If you were to commit at 4.20 for example , then open your project and upgrade it in place to 4.21, then commit you should have a new commit that runs on 4.21. This is what I do for my main example repo and no issues so far. With that said if you want to be safe the .git and such are all local to the project so you could copy the project to a new folder, upgrade that one (without touching your original), make sure it's all good and you are happy with it, then replace the original contents with the upgraded files. or if you don't want to replace just rename the older folder that your sourcectree is pointing to and rename the "updated" version to what the old project was and it should commit fine. Pretty much with source control you are safe to roll back if you commit at good points which is why it is used.

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how you upgrade is basically up to how safe you want to be when you upgrade and the ability to roll back if needed. you should be able to roll back to previous project engine versions which if needed but I have never tried it (never thought to do it to test lol) but now I have something to test at work later ๐Ÿ˜ƒ

clear gull
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@thick marten Ah yeah that makes sense! thanks alot . I actually changed my mind and wait till 4.21 gets hotfixes as it's not useable yet
but overall I guess it would be a good followup for that tuto as almost every1 face that eventually ๐Ÿ˜ƒ

thick marten
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welp I just tested and no real issues. upgraded in place my project to 4.21 and did some stuff then was able to push it back to a 4.20 version without issue. About the only issues is if you do a roll back some files won't get deleted if you added them after assuming you just do a roll back. Simply recloning the project back to a certain commit works great ๐Ÿ˜ƒ

lavish osprey
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hi i'm trying to push my commit but it doesn't work. i tried everything i found on the first page on Google and nothing worked. any help?

$ git push origin master
Enumerating objects: 75, done.
Counting objects: 100% (70/70), done.
Delta compression using up to 8 threads
Compressing objects: 100% (23/23), done.
Writing objects: 100% (24/24), 215.55 MiB | 227.79 MiB/s, done.
Total 24 (delta 15), reused 0 (delta 0)
efatal: the remote end hung up unexpectedly
fatal: the remote end hung up unexpectedly
rror: RPC failed; HTTP 413 curl 22 The requested URL returned error: 413
Everything up-to-date
fiery prism
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push smaller commits

lavish osprey
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are ~10 lines across 4 files too big of a commit to push?

dusk dove
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it seems to be pushing 215MB tho

lavish osprey
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even in that case it should be able to. the limit in apache is set to 50 gigs

dusk dove
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ye no clue why it would fail

jolly fog
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Can you guys help me?

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pls

dusk dove
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maybe, you haven't asked a question yet

jolly fog
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Well i have 11 Weeks to make a Game and i wanna make a Game like Mirrors Edge but the problem is that i am new to Unreal Engine

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...

dusk dove
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lol

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good luck ๐Ÿ‘

lavish osprey
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are you for real

jolly fog
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how can i learn make/create Animations,Houeses,Characters?

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is blueprint better then simple code or?

robust jacinth
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@jolly fog You need to learn some basics for the overwhelmingly massive quantity of learning resources available on the internet for all of the questions you're asking.

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Woops, wrong channel. Just saw the question, but it's the same questions being asked in #ue4-general now.

cerulean whale
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That feel when you've made a new engine build...

desert willow
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anyone familiar with svn Tortoise - lets say i have almost 200 revisions what happens if iwas to click merge?

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my brain tells me "hey i think this is it, we can stop tracking these last 200 revisions and say this is the new trunk." but i double thats it

cerulean whale
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try it? ๐Ÿ˜ƒ

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I don't know SVN

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but in general the idea of source control is to maintain revision history

pine mica
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Hey guys, I'm having issues pushing my repo. Im using GitHub Desktop. Im getting this error:
9.22 MiB/s, done. Total 16905 (delta 600), reused 16757 (delta 535) fatal: the remote end hung up unexpectedly fatal: the remote end hung up unexpectedly error: RPC failed; curl 55 Send failure: Connection was aborted Everything up-to-date

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I havent had any issues with it before now

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Only did a few changes since the last push

brittle raft
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@pine mica Sure you'r enot over their size limit ?

pine mica
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I'm not sure what the max size is. I'm paying for the developer plan.

brittle raft
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IIRC, GitHub has a hard 1GB cap for the repository size (not the total files size), not counting LFS files that are in the separate plan

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If that's it, you should have a warning on GitHub

pine mica
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I don't have any errors on the main GitHub site. The wired thing is that I have only changed some very small files since the last push. I've now deleted several GB of unused audio files and I'm still getting the error. I have tried creating a completely new repo as well and uploading the project to that. The entire project (unzipped) is 10.5GB

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Pretty sure all my other Git projects are well over 1GB?

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Yes I have projects thats (unzipped) over 14GB working perfectly fine

brittle raft
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And you're using Github desktop ??

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Make sure you're using SSH, rather than HTTP

solar ether
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I am wondering for team setup cross the country what would be the best way to set up updating the builds?

molten marsh
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What do you mean builds?

solar ether
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having a repository of some type for updating and having other team members work in different areas?

solar ether
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oh nice. I am in talks with them right now. Can I set up a computer as a server to host the repository on it?

spare surge
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git with UE4 drives me nuts sometimes

molten marsh
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Use Perforce then

spare surge
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isn't it expensive? I looked at the website for it but found it very confusing and they seem to be promoting a git product they have?

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maybe I'm looking at the wrong place though shrug

molten marsh
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They have a free tier of 5 users that they dont directly advertise.

spare surge
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I do remember reading that in Perforce you can set individual files to only retain the most recent version (or like most 3 recent) of that file. AFAIK this is something git lfs still lacks and with like gitlab or github they don't yet offer a way to remove even completely unlinked files so repositories can get big with no way to clean them other than starting a new one.

molten marsh
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How big is your team?

spare surge
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It varies. For our current arch viz project its under 5 but for our current game project varies between 2 and 10 people. 5 users limit might be ok as long as those users can change - that one is kind of a revshare slash volunteer project so the team makeup fluctuates. Which of their products should I be looking at?

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HelixCore?

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oh the free one requires self hosting

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๐Ÿ˜•

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(does perforce even have perforce-hosted services?)

molten marsh
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They have partnered with a company called Assembla, they are horrible though from most accounts ive heard, you could look at them and see if they better fit your needs.

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There is no "easy" Source Control solution unfortunately.

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They all have their pros and cons

spare surge
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yeah. I used to CVS, then SVN and then git for a while now. Man CVS was a pain in the behind lol

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Assembla pricing is definitely too high for us right now - I guess we are sticking with git for a while ๐Ÿ˜ƒ

dusk dove
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just have people share users, you can make up to 20 workspaces without buying one of their ridiculous expensive licenses

molten marsh
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Thats another option, but he has a hosting issue as well

spare surge
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I tried using Git LFS with UE4 recently using the 3rd party plugin and have mixed feeling about it. It seems to slow down the workflow for just working on a file because of all these modal git lfs status popups when you open and close files and it was pretty error prone with locking and unlocking, I kept having to open the command line and manually unlock files

dusk dove
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meh just dump it on a $10 vps and it works fine

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p4 server doesn't have high requirements

spare surge
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that's not a bad idea - sharing users and using a vps

dusk dove
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it somewhat is a bad idea since those people need to share the password then

spare surge
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does the UE4 perforce integration have similar issues to the git lfs one I described above? or is it smoother?

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It also makes it hard to track down who changed a piece of code. But in some cases that might be ok

dusk dove
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p4 tracks changes by workspace name, so you can easily identify them still

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ye the plugin is way faster

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it can request locks for several files at once, for example, instead of painfully waiting 5 seconds per request like the git plugin

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git plugin is unusable slow with locks enabled

spare surge
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something I've noticed with git lfs (and maybe non lfs git) when using UE4 - I bring on a new team member and they clone the repo. Before they edit anything like some random assortment of .uasset files are reporting being changed so now they have to do a commit that didn't even change anything - and there seems to be no rhyme or reason behind the group of assets that are reporting having been changed

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so there are all these kind of extra commits where nothing actually changed by the developer. Sometimes it happens to just after checking out a commit that contains new assets, but its less common/noticable than the first checkout

dusk dove
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that seems very strange, are they using the correct engine version?

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assets don't magically change without someone resaving them

spare surge
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yes I've even seen it happen on the same pc

dusk dove
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weird, never had this happen using git or p4

spare surge
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I don't know if it hapens with non-lfs git, but definately it happens on lfs git for me

dusk dove
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but if assets get changed for no reason, definitely wouldn't check in those changes

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who knows what happened there and you can't check because bullshit binary file

spare surge
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I've tried just discarding the changes but then it just makes them again

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I have no idea

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its really weird

vivid scaffold
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I need a perforce tutorial on how to add an existing project on a new computer

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I don't understand why I need a workspace outside of the Unreal folder, which just doubles the amount of space my project consumes

vivid scaffold
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great, managed to synch, but ended up with /MyProjectName/streamsDepot/mainline/MyProjectName/ inside of the Unreal Projects folder ๐Ÿ˜ฆ

vivid scaffold
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and now I get a metric tonne of "files not open for edit" when I try to check in NEW files. ๐Ÿ˜ฑ

vivid scaffold
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ugh, more perforce problems.... "shared data cache not in use, performance impacted" all of a sudden

vivid scaffold
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and apparently by following youtube tutorials, the "intermediate" folder got source controlled, which means that a lot of cache files that Unreal creates and removes creates havoc with Perforce.... but I can

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t remove them from the workspace, because they're apparently open

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this isn't made for normal people ๐Ÿ˜ฆ

dusk dove
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upgrade helix-p4d package

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it doesn't start anymore

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oof

smoky trench
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Did you upgrade the database?

dusk dove
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I didn't, it helps when you read the docs ๐Ÿค”

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it worked after I did that

tranquil walrus
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anyone know how to sort this out? Some code I wanted to stick on my github. I created the repo and made a .gitignore by mistake, so sourcetree would never let me push. i tracked my changes locally as you can see, but I wanted to actually get this remote? I tried a merge on that first commit but that fails, any idea how to sort that out?

river tinsel
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it's third day i'm trying to setup Plastic SCM repo -;-

haughty ember
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3rd?

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Only takes a few hours

river tinsel
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i've been trying to gitsync unreal repo

spare surge
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i never heard of plastic scm looks kind of cool going just by their marketing

jolly fog
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hello there how do i setup a Collab with my team on unreal engine

storm violet
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hey

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Pushing to https://github.com/HereafterMills/ToolboxVR.git Uploading LFS objects: 100% (2/2), 256 MB | 0 B/s Uploading LFS objects: 100% (2/2), 256 MB | 0 B/s, done POST git-receive-pack (chunked) remote: warning: File Content/VR_GoExpansion/cargoVR_BuiltData.uasset is 79.21 MB; this is larger than GitHub's recommended maximum file size of 50.00 MB remote: error: GH001: Large files detected. You may want to try Git Large File Storage - https://git-lfs.github.com. remote: error: Trace: caa43ad191cf458033e665e480e0cbcd remote: error: See http://git.io/iEPt8g for more information. remote: error: File Content/Movies/vr task.mp4 is 165.21 MB; this exceeds GitHub's file size limit of 100.00 MB To https://github.com/HereafterMills/ToolboxVR.git ! [remote rejected] master -> master (pre-receive hook declined) error: failed to push some refs to 'https://github.com/HereafterMills/ToolboxVR.git'

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i'm not able to push the code to a new repository i created

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can anyone tell what's wrong happened here ? I've also added the files through LFS and they are uploading as well and the process is successful. What's getting wrong here ?

smoky trench
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you haven't setup uassets and mp4 files to be stored in LFS @storm violet

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the file size limit for github IIRC is only for non-LFS files

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If they were files already in your repo you will need to move them over to the LFS storage

haughty ember
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First thing done wrong was using LFS over Perforce ๐Ÿ˜‰

brittle smelt
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@thorny barn basically three options, SVN (free and easy), Perforce (Powerful, Free for 5 users but requires some setup), Plastic SCM (Paid but simple)

thorny barn
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I'll check them out in that order, thanks!

clear gull
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guys what's the best budget cloud storage for GIT ? bitbucket gives 10 GB max but it's not a good solution for ue4 projects that can easily escalate over that limit ...

brittle raft
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Paid Github with LFS, I guess

clear gull
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@brittle raft Thanks I'll check the pricing

clear gull
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Ok I get it now ... It's 7 dollars/month for the github + 5 dollars/month for 50 gb of data pack

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12 dollars per months seems fine

burnt scarab
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how / where to add .ignore list to perforce? just paste a .ignore.txt in to depot root?

dusk dove
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make a file .p4ignore in the root, then every client needs to run p4 set P4IGNORE=.p4ignore after setting up the workspace because it's too dumb to find it by itself

burnt scarab
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thank you @dusk dove that's so appreciated i can't tell you โค

noble knoll
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@clear gull i bloated LFS to 50 gb on a 6 gb project in a week

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just so you keep in mind that sizes can bloat extremelly hard with ue4 on LFS

clear gull
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@noble knoll good to know I'll be careful... just wondering now that I uploaded my 6 gb project why it still says I haven't used my bandwidth .... maybe it updates less frequently ?

noble knoll
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the issue is that ue4 works like absolute ass with LFS

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if there is like a "pathologically horrible way of using LFS", UE4 is that

clear gull
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oops

noble knoll
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the issue is that LFS is a hack

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on top of git

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like a plugin/extension

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so it needs to intercept normal git stuff, and change it to lfs stuff

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it intercepts a commit and then if the files are LFS tracked it sends them to the LFS server.

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the problem is that current LFS servers dont do binary deltas at all

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and another huge problem is that LFS scales badly with number of files, as it needs to "intercept" each one individually

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in unreal engine, EVERYTHING is binary

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so if you have a medium sized project, LFS will just choke

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too many files

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not even going into the file size issue, with the LFS server gets more and more bloated

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and then, to top it off, LFS also stores everything locally

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so you need to have 2 times the size of your repo

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and do "lfs prune" every time you commit

errant estuary
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Any perforce users here?

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Iโ€™d really appreciate advice on how to update my depot once I complete a migration. When I went from 18 to 19 I blew it away and started fresh but my depot is fairly large and Iโ€™m assuming that is the most inefficient way to handle it

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I know migrating touches almost every uobject file the project and any plugins I updated .... is there is good way to handle this or is starting fresh best?

errant estuary
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Ty mike

hasty ridge
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anybody have issues with stuff in your .gitignore not being respected? like I have this in my .gitignore file: Intermediate/*

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and that worked initially, but on my next commit these files came back and it seems like that line is just being ignored now (along with a few others)

#
        modified:   Intermediate/Build/Win64/PongEditor/DependencyCache.bin
        modified:   Intermediate/Build/Win64/PongEditor/Development/HotReloadMakefile.ubt
        modified:   Intermediate/Build/Win64/PongEditor/Development/PongEditor.uhtmanifest
        modified:   Intermediate/Build/Win64/PongEditor/FlatCPPIncludes.bin
        modified:   Intermediate/Build/Win64/UE4Editor/Inc/Pong/Pong.init.gen.cpp
        modified:   Intermediate/Build/Win64/UE4Editor/Inc/Pong/Timestamp
        modified:   Intermediate/ProjectFiles/Pong.vcxproj
        modified:   Intermediate/ProjectFiles/Pong.vcxproj.filters```
hasty ridge
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figured it out, I had a whitelist regex in my .gitignore as well for something unrelated that was matching those paths

river tinsel
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ok been using Plastic SCM for some time now

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git sync is not capable of handling UE4 sized git repo

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but

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other than that it is really lighting fast

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compared to either Perforce

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or Git

dusk dove
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why does attempting to launch 2 blueprint / other asset diffs from p4v at the same time result in the second printing an error?

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it works again right away after closing the first window

upbeat talon
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How blueprint diff works? Is it useful?

spare surge
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Recently we started having an issue where after doing a git pull a seemingly random selection of materials will have all black textures. Doing a reimport on them fixes it - then we push and the next person does a pull then some of their textures are black they reimport and push and now some of my textures are black again

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any ideas?

agile kayak
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question, just set up perforce, but my buddy can't open the project without checking out the .uproject file

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anyone know a solution/

molten marsh
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You should have setup the recommended TypeMap and .p4ignore files before committing your project.

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You can mark the uproject as Writeable in Workspace by right clicking on it in perforce and going to the ChangeFiletype option.

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There you will find a checkbox that enables the file to be writeable as by default perforce forces all files in the depot to be Readonly which requires a checkout in order to modify that file.

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@agile kayak

agile kayak
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awesome, thanks!

agile kayak
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K so, back at it again with the perforce problems.

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Anyone know what this error means?

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Client 'Aaron_DESKTOP-6-----0_8550' can only be used from host 'DESKTOP-6-----0

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The error happens in p4v

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its still not letting my buddy check out or submit modified files

dusk dove
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it means you're trying to use a workspace on a pc with a different name than the one it was created on/for

agile kayak
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Hmmm so the solution would be to rename the workspace?

molten marsh
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You have a few options.

dusk dove
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just make a new workspace and call it a day

molten marsh
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Rename the PC to the name P4 is requesting (not recommended). Change the name in the workspace, or as suggested, make a new workspace.

river orchid
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Is there any free version control service?

molten marsh
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P4 is free for up to 5 users, though you will have to find a hosting solution, either host it yourself or find a service that does that for you.

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GitHub is free obviously however it has its own set of issues when working with UE4

river orchid
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Is there any online hosting solution available, or is it possible to use web storage to store and share?

agile kayak
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Thanks guys

molten marsh
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@river orchid Online hosting is typically not free.

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Assembla is a Perforce provider that supplies everything you need, however it is quite expensive and ive heard, very limited in scope (or at least extremely difficult to deal with).

river orchid
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what about PlasticSCM?

molten marsh
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Ive never worked with that, cant comment on what it offers nor its abilities as a Source Control solution.

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Dont think it even has a UE4 plugin? Though i could be wrong.

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Im strongly biased towards Perforce as ive been using it for years.

river orchid
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does github or bitbucket work with blueprints sharing?

molten marsh
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Github is better suited to source code. Handling assets on Github from my understanding is thwart with issues that can be tedious to work around.

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Not sure about Bitbucket.

river orchid
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so in other words I'll have to have to host it on my system...

molten marsh
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That is an option yes.

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For example. I have my personal Perforce depot running on a Build Server machine i keep in my Garage.

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It can be expensive to run if your running a machine 24/7 to ensure uptime. But if you only turn it on when you are working on something and then power it down when your done then it can be a viable solution for many.

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Its expensive because of running costs (electricity).

river orchid
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true

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I guess I'll go with that solution

molten marsh
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I work from home so i can get a tax rebate from the government on my Electricity costs so i can manage that way.

river orchid
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hahahaha damn u r lucky xD

dusk dove
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is it possible/sensible to have the project folder in the engine folder, but with the engine using git and the project using perforce?

molten marsh
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What would this achieve exactly?

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Why do you want to have the Project inside the Engine folder?

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I mean, i cant see a reason why it wouldnt work. So long as you ignore the Project folder on Git and Perforce is only mapped to the Project folder, sure. I guess.

dusk dove
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I'm not entirely sure what this would achieve, but I see many people have this kind of setup

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when using a custom engine

iron flame
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I would recommend Perforce running on a local machine. I do not keep my server up 24/7, only when I am working. I also backup the server files (once a week) onto attached hard drive.

dry citrus
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anyone able to tell which amazon AWS free tier would be best for perforce source control purpose ?

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S3 seems like a way to go

nimble epoch
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Not sure if this falls under source-control, but I have a little problem.

Need to send some material instances over to another PC, but both of these PCs are not using any kind of version control (don't ask), and it's not available on them.

Both PCs have "master" material (actually, both have the same project), I just need to transfer over a couple of mat instances. And objects as well, but assigning those instances is pretty straight forward so it's not a biggie.

jolly fog
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@languid escarp

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hey

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how do you deal with git lfs uploading duplicate files

languid escarp
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hey

jolly fog
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its very bad

languid escarp
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it doesn't

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not that I'm aware of

jolly fog
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i had it uploading hundreds of duplicate files

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;-;

languid escarp
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beats me

analog burrow
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It might be cuz your server is local

#

So it's not as much of a pain for you

languid escarp
#

I've been running this setup for over a year now, never had any issues with it

neon tulip
#

yea

analog burrow
#

How big is one version of your project?

neon tulip
#

is SVN a thing still?

analog burrow
#

And how big is the total repo?

languid escarp
#

lfs is 80gb, regular is 0.5gb

jolly fog
#

my project is over 80 gigs

#

i think

analog burrow
#

So you have 500MB of assets right?

languid escarp
#

regular == text

analog burrow
#

Ah

#

How big is your project folder?

languid escarp
#

well, whatever git crams into the "regular" folder :)

analog burrow
#

Ignoring the older versions etc

languid escarp
#

project folder's not that big - that 80gb I mentioned houses lots of maya files, substance, etc.

#

everything that's binary, not just ue4 content

#

project is about 3gb atm

analog burrow
#

Ok I'm confused ๐Ÿ˜„

#

What I'd like to know it the current project size / total git repo size ratio

neon tulip
#

the size of the project in git

analog burrow
#

ie the overhead of the versioning

jolly fog
#

u know

#

git add .

#

takes like 4 hours

#

to add all my files

analog burrow
#

lol

#

using lfs?

jolly fog
#

uh

#

i think so?

neon tulip
#

have you looked into svn meowmeow?

jolly fog
#

i did:
git lfs track "*.uasset"

#

SVN requires a custom server

#

I want a cloud solution

neon tulip
#

a free cloud solution?

jolly fog
#

ideally

#

I don't want to spend more than $10 a month

analog burrow
#

Uh

neon tulip
#

and you want 100gb

jolly fog
#

yep

#

A 2 TB HDD is like $100

#

lol

neon tulip
#

but you don't want to host yourself right?

jolly fog
#

these are shared hard drives

#

everything in the cloud is shared

analog burrow
#

That's not how cloud costs work

neon tulip
#

^^^

analog burrow
#

You need to take into account data duplication for safety, bandwidth cost, server maintenance

#

etc

jolly fog
#

cloud is overpriced if you think about it lol

analog burrow
#

Not really

jolly fog
#

things like amazon cloud

languid escarp
#

I have no clue how to tell you the size of git lfs that's specific to my ue4 project files

jolly fog
#

they charge u per minute, but in reality, the hard disk is never changing

#

but they charge u for data

languid escarp
#

the thing is, lfs dumps everything from all projects in to one root I believe

analog burrow
#

Oh you have multiple projects

languid escarp
#

and my local git server doesn't really report on the space used by project X for its lfs contents

analog burrow
#

nvm then ๐Ÿ˜‰

languid escarp
#

yeah, sorry

jolly fog
#

how do u know if git lfs is working

analog burrow
#

Are you removing old versions sometimes?

jolly fog
#

when u do a git add?

analog burrow
#

lfs clean or smthg

languid escarp
#

git lfs prune

#

that's what I use, haven't removed older versions yet, though it's planned

#

tbh w/ 1TB of onedrive I don't really care too much just yet :)

analog burrow
#

Oh right

#

How much is that?

#

Included in some other plan?

languid escarp
#

it's the office 365 family plan

analog burrow
#

๐Ÿ‘Œ

languid escarp
#

I also have a business gmail account that gives me 1tb or some such there too

#

so I have double backups

neon tulip
#

meowmeow i've looked at many svn, git providers and you wont be able to get 100gb at 10 per month

jolly fog
#

Is SVN even good?

#

I use to use it years ago

#

But I never used it for something like an unreal project

neon tulip
#

its the same as its been

jolly fog
#

Is it capable of handling large files?

neon tulip
#

I used it with hl2 and unity3d projects lots before

jolly fog
#

where can I get a good SVN cloud host

#

with that?

neon tulip
jolly fog
#

wew

languid escarp
#

why don't you just get 1tb of onedrive and 1tb of google drive and do what I do? office w/ onedrive is around $60 a year, g suite business is like $8 per month but it's not even necessary

jolly fog
#

Thats so expensive

#

$200 a month, for 60 gigs of storage

neon tulip
#

i just looked at 15 other sites and thats not unreasonable

jolly fog
#

that's like the cost of a car payment

#

for a brand new toyota camry

#

lol

neon tulip
#

yea thats life though

languid escarp
#

I did my research wrt version control and hosting, by far the onedrive solution is the cheapest

neon tulip
#

like you'd save a lot by j ust running it yourself, or just using git for only c++ and running lfs yourself

jolly fog
#

idk man

#

If you look at the 100 GB version

#

it goes up to like $300 a month

#

at that point

#

i could buy a tesla model 3

neon tulip
#

lol i don't think we are on the same planet

jolly fog
#

car payments

#

not straight up lol

analog burrow
#

Just use a local server

neon tulip
#

can onedrive be used inconjunction with lfs @languid escarp ?

static snow
#

i have run an svn on a cheap hetzner, it works, but console administration of a svn repo is a pain. For example, if you run out of space you need to get hacky with deleting things manually, there are no commands to just delete old revision afaict. Idk if there are GUId up svn administration tools nowadays, it was a while ago

languid escarp
#

@neon tulip what I do is have my git server write the repos to my onedrive folder. everything's in there - lfs, regular, etc.

#

they're just files

analog burrow
#

So dirty ๐Ÿ˜›

#

But if it works ๐Ÿคท

languid escarp
#

for solo indie game dev it does

static snow
#

you can get 80gb of disk space for 9 euros a month on hetzner

jolly fog
#

ah?

static snow
neon tulip
#

that is a creative way glassbeaver ๐Ÿ˜„

static snow
#

its all manual and if you forget to keep updated or misconfigure you will get hacked immediately, but it is the cheapest way i know to run an svn

languid escarp
#

btw, if you're just looking for space, you can give time4vps a shot

#

it's like 6 eur for 1TB

#

4 eur for 0.5TB

#

etc.

#

I don't think I've found anyone cheaper

#

used to have a server there for a while

analog burrow
#

rofl

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

dusk dove
#

that seems too cheap

#

something must be wrong with the storage

languid escarp
#

it's in lithuania

#

I think

analog burrow
#

No backups

#

And might be HDDs as well

languid escarp
#

honestly who cares if your only concern is money? :)

analog burrow
#

True

languid escarp
#

these come w/ backups but they're more expensive

#

anyways, do your research, the hosting landscape may have changed and there might be some even better options out there

analog burrow
#

Or really just use local storage

#

ยฏ_(ใƒ„)_/ยฏ

languid escarp
#

yeah I don't think anything beats that for one-man operations

jolly fog
#

@languid escarp whats that

#

it looks really good

#

lmao

vivid scaffold
#

great, perforce ignores a bunch of newly added folders marked for new

#

grr

reef solar
#

can anyone send me the perforce linux26armel p4d/p4 files for running Perforce on raspberry pi?

#

Perforce took these files down from their servers and they don't help you if you don't have a support contract with them

#

@noble knoll how did you get perforce running on raspberry pi? I have a 3 B+ and can't find the files I need

#

the links in their guides are dead; the FTP ones

#

should I try OVA Git fusion?

#

does the Linux versions of p4d/p4 only work in ubuntu (core?), not raspbian? is that what I'm doing wrong

small tundra
#

@burnt shadow Hey mate, did you ever try P4 on Ubuntu 18?

#

I remember we talked ages ago and I ended up installing it on ubuntu 16 for some reason.

dusk dove
#

do they offer packages for 18 yet?

#

oh nice seems like they finally added them

small tundra
#

That could be it then

slow cedar
#

@analog burrow homeserver > all

#

well that said my homeserver is a tad slow since its running on HDDs

analog burrow
#

hehe

noble knoll
#

@reef solar i followed Allars guide, but with a raspberry

reef solar
#

ok so Ubuntu

river tinsel
#

as long as you don't need remote access home server is ok ; p

slow cedar
#

@river tinsel just get a dyndns setup ยฏ_(ใƒ„)_/ยฏ

#

and fiber

river tinsel
#

and static ip

slow cedar
#

nah

#

if you have a dyndns setup you dont need a static ip

#

thats what I'm doing

#

with noip

noble knoll
#

and an VPN

#

you are probably not going to be able to secure that server

#

so might as well just firewall every single port except a VPN port

#

and then you connect to the server through VPN

#

thats what i do

dusk dove
#

p4 isn't safe by itself?

smoky trench
#

I just opened a port in the router's firewall and directed it to the P4 instance which has SSL enabled, not sure how "secure" that is but it works ยฏ_(ใƒ„)_/ยฏ

dusk dove
#

make sure you set the option to disallow listing or creating users in p4

smoky trench
#

yeah of course, admin privileges only

dusk dove
#

(why on earth is that the default??)

smoky trench
#

makes it easier for first timers

dusk dove
#

makes it easy to setup a vulnerable server you mean

#

the first user becoming admin makes sense, after that it should absolutely not be possible to create new users by default

smoky trench
#

How many studios with their first time setting up P4 would immediately be making it publicly accessible? Most would keep it internal until deemed necessary/have the knowledge too (in my opinion anyway)

clear gull
#

Does it mean we can save 5 bucks monthly and keep using the Free one ?! only pay for the data pack ?

jolly fog
#

how long until done?

jolly fog
#

it been 12 hours

#

i sleep, come back, it still go

chilly island
#

@jolly fog you host your own svn on a digital ocean server? it's linux right?

jolly fog
#

@chilly island yeah

#

i dont know why it go so slow though

neon tulip
#

is it free or something?

jolly fog
#

paid

chilly island
#

maybe run sudo top and see if it shows more processes

jolly fog
#

apache2 is us ing the most

chilly island
#

does svn run a daemon on the server at all? i'm assuming it does

jolly fog
#

it uses apache

#

lol

neon tulip
#

is it like they just give you ssh or something?

jolly fog
#

who?

#

digital ocean?

#

im surprised u have never heard of them

#

they are a big comapny

chilly island
#

maybe try iotop, you'll have to install it and see if it's a disk speed issue

jolly fog
#

how do i use it

chilly island
neon tulip
#

i've used amazon ec2 before, was just curious if they give you ssh or something so you maybe could try a different svn server or something

buoyant shale
white ocean
#

Does Digital Ocean have servers in EU?

dense turret
#

Yes. I keep my SVN server in Germany.

inner swift
#

Github doing that feels alittle too late tbh. already moved to gitlab. ยฏ_(ใƒ„)_/ยฏ

ornate trout
#

ok guys I've got a pretty nooby question, I have git and I pay for github, but I am having an issue with UE4 and github

#

what I'm trying to do is A.. have an online backup of my project and code that is up to date, and B. collaborate between my laptop and other people

#

but my issue lies with not understanding how to get past the file size issue

brittle raft
#

What's the file size issue ?

balmy sparrow
#

LFS (Large File Storage)

#

Github has a built in size limit of 100 mb per file

#

You can also solve a lot of it by having a good Gitignore that ignore all the buildfiles, this means that when you are collaboraing they will need to build shaders and stuff again when they get your update but definately worth doing

#

if you are working together at the same time I would suggest switching to perforce since it has the check out files funciton so that you dont get the issues where people are working on the same files at the same time which gives you errors to resolve in github which is a pain

#

LFS is a addon to Github, just google it and you'll find the sollution

#

I can share my git ignore when I am back in the office

#

@ornate trout

ornate trout
#

Sharing your ignore would be very much appreciated, and does perforce have an online storage thing also?

#

@balmy sparrow

summer lantern
#

I have a question!

balmy sparrow
#

I've only used perforce with an on location server

#

But found this

summer lantern
#

If we have files marked for delete in Perforce, is there a way to see those files in the content browser?

#

failing that, is there a way to filter contents of a changelist by file names?

balmy sparrow
#

Perforce has the tags both in unreal content browser and in the file hierarchy, deleted files are marked with X

#

Uncompiled files are marked with?

summer lantern
#

only if they're deleted in UE4

#

is they're marked for delete in Perforce they don't show up in the content browser at all it seems

balmy sparrow
#

Ye they won't, but you can allways look at your file history in the client

summer lantern
#

unless that means they're no longer on disk ๐Ÿค”

#

well, there's 8500 files in this changelist

#

we want to filter some of them back out ๐Ÿ˜ฆ

#

(fml)

balmy sparrow
#

Best practice if you've broken something is to revert back and create a separate branch

summer lantern
#

nothing's broken, nothing's been committed

#

we want to not have a number of files marked for delete not committed at the same time

#

so we need to filter them out of the changelist

#

and since there are 8500 files, manually isn't really an option

balmy sparrow
#

You can right click the files inside unreal and tell them to be ignored

summer lantern
#

I can't see them inside Unreal

balmy sparrow
#

Or are you talking about build files and stuff you don't need?

summer lantern
#

these are uassets

balmy sparrow
#

Hmm strange. So you can see them in the windows folder but not inside unreal?

summer lantern
#

it's not on my machine, but I've just verified that they are not on disk

#

so they're just sat, marked for delete in a monolithic perforce changelist

#

I hate sorting out problems caused by people months ago who don't even work here any more ๐Ÿ˜ฆ

balmy sparrow
#

Haven't heard of that one before, because the usual suspect with missing files is that you are using an older version of unreal than the last commit and files are missing because of that

summer lantern
#

nah, looks like marking for delete in Perforce removes the file from disk

#

makes a certain amount of sense

balmy sparrow
#

Ye but you should be able to revert to get them back

summer lantern
#

yes

#

that is what I am going to do

balmy sparrow
#

And then make a new branch and combine that with the current branch

#

Like I said earlier

summer lantern
#

but I want to filter out those files

#

I need a way of filtering the contents of that changelist

#

also, no branches, there are something like 200 people using this repo, lol

balmy sparrow
#

Probably a way to do it in script, search stack overflow they have all answers

summer lantern
#

ouch

#

thanks anyway -_-

balmy sparrow
#

Np

ornate trout
#

@balmy sparrow what is your ignore file?

balmy sparrow
#

DerivedDataCache
Intermediate
Saved
.vs
*.sdf
Build/
Binaries

ornate trout
#

Thanks

wooden brook
#

Is this where I would ask about VS issues?

#

(physx vehicles, header file questions)

brittle raft
wooden brook
#

thank you

ornate trout
#

lmfao "source control. haha I see the confusion"

surreal yarrow
#

Does anyone here use source control for a project they are the only dev on?

ornate trout
#

yes

#

@surreal yarrow

brittle raft
#

Yes

#

Source control is a must

surreal yarrow
#

Is it just for backups @ornate trout @brittle raft?

#

What are the other advantages if not?

brittle raft
#

Complete history of every change over months or years

surreal yarrow
#

Does it allow you to revert back to a previous build? I installed perforce for my last project but didn't fully understand the capabilities

brittle raft
#

You can revert anything to any previous state

surreal yarrow
#

alright thanks for the info

ornate trout
#

It's modtly for having on offsite backup, but its also for the teanwork capabilites as I use my laptop often on the go, and finally the ability to revert is nice

long mural
#

wrote a little webhook bot for perforce commits to discord

#

if anyone is interested

timber creek
#

Anyone know why gitbash would suddenly go "fatal: authentication failed" after not doing a thing with it for a month or two?

#

I've litteraly tried everything and theres no way i get it up and running again..

timber creek
#

Seems like re-initializing the project solves it. deleting some minor progress and re-clone it.

austere parcel
#

Hey all! I've been looking at some different options for source control, and I was wondering what is the best option for people who haven't used source control before?

blissful moon
#

Question does anyone here use Helix4Git? I was wondering if it's possible to git init a folder inside a perforce stream.. suppose I want to git a only c++ folder and then peforce the root of that folder is this possible?

#

this way i can have git functionality for a c++ only folder inside a perforce repo

#

im hoping to be able to check in check out etc for perforce files assets but use git for c++ files only

#

seems like its not possible but let me know if anyone has a solution for this

shut rain
#

I'm having some massive problems with UE4 maps and Github/LFS. In my project there's one map that keeps giving the error "umap appears to be an asset file" whenever I've pulled github changes. When opening the umap file in a text editor, it seems to just download the LFS pointer instead of the actual map as stored in LFS? Very weird though since all other maps (and all other files) in the project work just fine. Anyone else have this problem, or know of a fix?

brittle raft
#

@shut rain That's a conflict here.

#

Look in your source control software to check the status

shut rain
#

No conflicts shown, and I can push the map just fine after replacing it with the working map again, and it'll even show fine in Github until I pull again and it once again gives me that file (no warning about a conflict during push/pull though)

#

Noone is even pushing a different version or working in that map anymore, just keeps doing this

brittle raft
#

Okay, but the <<<<<<< ======= >>>>>>> markers in Git specifically mean there is a conflict in the file that needs to be resolved

#

If you have that in your committed file it means someone ignored the conflict and pushed anyway

#

Unless LFS uses this for something completely unrelated that I am not aware of

shut rain
#

No that would be the most logical conclusion

#

It's weird though cause to fix it I literally manually download the working map from github (the website) manually and replace the file in the folder, then I can push without problem, no conflicts shown, but next pull I get that stupid conflict file again

brittle raft
#

Which Git client do you use ?

#

I looked it up and this is 100% a conflict on a LFS file

#

A pointer file looks like that version https://git-lfs.github.com/spec/v1 oid sha256:4cac19622fc3ada9c0fdeadb33f88f367b541f38b89102a3f1261ac81fd5bcb5 size 84977953
so your file is 100% a conflicted pointer file

#

Now the question is why it's conflicted

shut rain
#

I'm just using Git shell

brittle raft
#

What does "git status" tell in command line ?

shut rain
#
On branch master
Your branch is up-to-date with 'origin/master'.

Changes not staged for commit:
  (use "git add <file>..." to update what will be committed)
  (use "git checkout -- <file>..." to discard changes in working directory)

        modified:   Saved/AutoScreenshot.png

no changes added to commit (use "git add" and/or "git commit -a")
#

This is after just having pushed the fixed map file

brittle raft
#

To be clear, if you save locally and then pull changes, it's expected to end up with a conflict

fallen jay
#

Is anyone using Git LFS for a big project (~30GB)? We were trying to use Plastic and it totally broke down for us (was fine for a ~1GB repo). Using Perforce just seems like a huge pain to get set up, as Assembla is super expensive, self hosting has tons of issues, and setting up hosting involves a whole extra bag of issues

dusk dove
#

perforce will handle that with zero issues

fallen jay
#

I know that perforce works - it's just the hosting is an issue. Wondering if Git would work, since the hosting is significantly simpler/cheaper

smoky trench
#

@fallen jay We were using it but are moving away from git now. Too many issues that plagued us, with git in general but particularly with LFS. LFS itself whilst an improvement is barely functional and we constantly ran into issues with pointers breaking, conflict issues (LFS supports locking but it doesn't auto unlock files when submitting so it's much more manually involved) and on disc file size (developers having to run gc/purge to clean up disk space, this was because we are using source version of the engine and push binaries so artists don't have to compile).

Might be asking, but they sound like small things? One off occurrences sure, but when all developers (both non technical and technical) are struggling to use the provided source control and on the daily running into issues with LFS it's counter productive.

Not to mention with our CI system compiling and submitting binaries after code changes we constantly ran into issues when trying to submit the artifacts when it didn't have latest and thus fail to push. (This might be remedied in a clean way but from various ways I tried it just kept doing more harm then good).
Note: This isn't an issue with LFS but with Git itself.

fallen jay
#

Thanks for such a thorough response. Are you switching to Perforce then? It seems like the Perforce hosting situation is quite DIY

#

I'm surprised so many people seem to have setup perforce, but my guess is that many are self hosting? The tutorial about how to set it up on aws seemed like it was deliberately confusing

smoky trench
#

Would LOVE to go to perforce but we're switching to plastic purely due to cost and we've, thankfully, had no issues so far.

Personally and for a previous studio I ran we self-hosted onsite. Fairly straightforward to do and far more cost effective (have a build machine anyway so might as well stick it on that)

fallen jay
#

Interesting. The fact that you're on site seems handy. The projects I'm working on are distributed teams

#

We've had a lot of issues with plastic due to corrupted files

#

Also a general lack of clarity about what's going on in the UI, ie when you press undo changes it seems to be doing far more stuff than it should be, not nearly as quick as say git checkout .. uodate workspace also seems to continuously re download files

smoky trench
#

If you got the bandwidth you can certainly provide access to the rest of the teams. Additionally the other teams, particularly if they are grouped together in some capacity, could use P4 Cache servers to improve general P4 operation times

#

Hmm interesting, thanks for the heads up @fallen jay

fallen jay
#

Would you mind letting me know if you hit issues with plastic?

austere parcel
#

How can a collaborator in git push changes?

fallen jay
#

Git push

smoky trench
#

@fallen jay Will do!

fallen jay
#

thanks!

small adder
#

Anyone use SVN?

queen plume
#

i used to

#

maybe i can be of assistance

#

it has been many years though.

long mural
#

loves perforce, i have a VPS i pay 10 GBP a month for, with my own perforce install and it works like a charm :)

#

1TB of storage aswell

#

its not stupidly fast SSD but it works

fallen jay
#

That's pretty cheap for so much storage. I actually just switched my project over to p4, hosted on GCP using the $300 credit 1 year trial

#

Seems like the cpu/mem req's are quite low

molten marsh
#

P4lyf

river orchid
#

Can webservers be used for version control with perforce?

willow crescent
#

Anyone here use Perforce?

#

@river orchid Yes, we're using Vultr, works great.

river orchid
willow crescent
#

@river orchid The first one

#

I'm not the one handling the billing but even though you pay per usage (from what I remember), we use it a lot, move large files and only pay like $20 a month

river orchid
#

wow that's awesome

#

Pretty cheap

south plover
#

Do i have to put the plugins folder also on the depot? Using perforce^^

molten marsh
#

@south plover Its probably a good idea.

#

If they contain source code that you may want to modify later.

south plover
#

ok, thank you ๐Ÿ˜ƒ

safe sky
#

ehm guys is this normal?

#

iam on an internal network with 1 gbit link, dafuq

#

normal speed is like 30MiB, just tested it without git lfs works just fine

south plover
#

when i want to populate the depot with files, perforce gives me an error "No files to submit".. and behind the lines "files not in client view"... any tips?

north coral
#

Yo guys, out of curiosity, what SCM do you all use for your projects?

A. Perforce
B. Git
C. SVN
D. Mercurial
E. Other

fluid vapor
#

Usually, this discussion pivots around Perforce and Git LFS (large file storage), because Perforce for many is a standard in the game industry and Git is free.... But, now I will ask my question: "Why aren't people discussing the source control integrated in UE ?"

fiery prism
#

its an interface to one of the existing sc

south plover
#

i thought you have to use other source control software, the editor has just an interface.. ?

fiery prism
#

Or do you mean uh...

#

unreal game sync?

brittle raft
#

Yeah, pretty sure there isn't an UE source control

fluid vapor
brittle raft
#

It's just an interface

#

Source control is way outside the scope of a game engine

fluid vapor
#

sooo, something like Perforce or Git must be used for sure. Is that what you are saying ?

brittle raft
#

Yeah, UE doesn't have source control, just easy hooks into the most common ones

fluid vapor
#

Which one would you recommend ?

brittle raft
#

Well, as you pointed out, there are basically two teams here

#

Mostly if you're on a large project with lots of art, there isn't much going around Perforce

#

I think Git is invaluable for experienced programmers, and Git LFS is fine for small projects, so I'm on team Git

#

Some people say fuck it, let's use SVN for assets since it's a bit similar to Perforce

#

Basically there isn't a great VCS for games, so whatever you like works

dusk dove
#

perforce also does crazy stuff like letting you use a git client for code stored in p4

#

but I've no idea how that works

south plover
#

or just not work at all... still don't know why i get - files not in client view - error, i know its probably my fault..

dusk dove
#

when do you get that?

south plover
#

after creating the first workspace and choosing files for initial add to the depot

dusk dove
#

did you try to add files outside the workspace?

south plover
#

yeah, i think i did that at the first try.. then i deleted the workspace and made a new one, but then adding doesnt work also

dusk dove
#

when I set up our depot I just made a blank depot and workspace, then moved all the project files in, and submitted 1 changelist that adds all the files

south plover
#

did you move them outside of the p4v client?

dusk dove
#

yeah

south plover
#

ok, i'll try that

north coral
#

Am I the only one who prefers SVN over Git for small-team game dev?

fiery prism
#

with binary assets?

north coral
#

yea

#

SVN handles them much better IMO

#

obv nowhere near as well as Perforce

#

but Perforce is kinda annoying for small teams with no budget, since requires constant server connection

fiery prism
#

Yeah so with bin assets I'd go SVN over Git

#

prolly still go P4

#

I'll have to try LFS but iunno.

north coral
#

blech

fluid vapor
#

Ok ahhmmm.. Can anyone make a list with all the pros and cons of the most used VCS with Unreal ( because I sure can not) or give a link? I mean, obviously this topic is constantly being discussed by many and... probably there is a good overview of all these VCSs compared to one another. May be this would be a better idea instead of "shooting in the dark" hoping that we will "hit" the right answer.
Can anyone provide such resource ?

molten marsh
#

Perforce is the best for UE4 no question. Lol

brittle raft
#

It's the best for handling content

#

Having source code under Git and commit only binaries to the Perforce repo works fine, too

north coral
fluid vapor
#

10q ๐Ÿ˜ƒ

haughty ember
#

Ehh... So, has anyone ever seen or heard about UE4 automatically committing stuff through Perforce (AFAIK, it's only Perforce since that's what I ever use through UE4 plugin). Also, this has only happened in 4.21. (I'll scrub through release notes just in case I missed something)

The auto commits will either say Added '_PathNameToObject_' to collection 'DevName' for single objects

or

Added _n_ objects to collection 'whatever' then lists the object path names

I'm going to scrub through the logs on both sides, but was curious, this is some random behavior that I've never seen before.

#

K, looks like there's just a possibility that I've just never had shared collections before so I wouldn't have noticed this. But, can't find anything telling me why it's doing it automatically. /shrug

robust jacinth
#

That does appear to be normal for shared collections, @haughty ember .

#

I've experienced it before, coworker recently was also confused about how it was that he automatically submitted stuff he wasn't familiar with.

#

๐Ÿคท I know little else about it, but it is "normal" and "behaving as expected".

fiery prism
#

I actually think there's a setting for it

#

but I don't remember if its in the project settings, editor prefs, or somewhere in a right click menu

robust jacinth
#

You officially know more than I do. ๐Ÿ‘

fiery prism
#

decided to check and I appear to be wrong (as of the 4.20 release) so Iunno.

vivid scaffold
#

anyone know how to "force" Perforce to transfer a file from depot to workspace? In on a new PC and about 100 out of 5000 files simply don't get added to my workspace, and if I chose "get latest" on a file in the depot explicitly, it just says 0 files downloaded

sharp fable
#

In regards to the cost of perforce, this is how to do it super cheaply for a team of 1-5

#

for starters, perforce is free up to five people, so that's settled

#

in terms of hosting, get a amazon ec2 instance, 30gb of capacity is fine for my team at the moment, get it setup with ubuntu command line

#

set up perforce on it, and the server itself with 5 people and lots of heavy usage with large files being committed/changed often is only costing me $9-ish usd a month

south plover
#

ok, this is now the second evening i'm trying to get my files from my workspace to the depot.. i don't know what i am doing wrong here...it would be really great if someone could help me out here via screen share...

#

still getting the "files are not in client view" error...

#

I'd be happy to send 20 EUR via paypal to the one who can help me^^ i need that stuff to be working, don't want to waste more time...

sharp fable
#

@south plover ```
Go to Connection > Edit Current Workspace > Expand the Workspace Mappings field to display the Depot Tree.
Right-click on the name of the Depot Tree that you want to "Include" in mappings.
Click Apply, click Get Latest to sync the files.

#

have you tried this

south plover
#

did it right now, get this errors - no files updated
1 warning reported
//depot/...#head - no such file(s).

sharp fable
#

@south plover go to your windows cmd in admin mode

#

and i cant remember off the top of my head (not on pc) type p4 info

#

you may have to go to the workspace folder for that to work

south plover
#

it works, i see the info

sharp fable
#

ok does the path regarding your workspace match the path that the files you're trying to move are stored in

#

wait that may not display the workspace path

south plover
#

yeah, its not there

sharp fable
#

hmm so wait what are you trying to do

#

are you trying to get files from workspace to depot or vice versa

south plover
#

from workspace to depot

#

maybe it would be easier if i can show you^^

sharp fable
#

so when you mark for add thats when it breaks, correct?

#

cant screen share atm, but you can screen share

south plover
#

yes, i'll call you

sharp fable
#

i have no mic but ok

south plover
#

Thanks to Dosbuster it works fine now ๐Ÿ‘ ๐Ÿ˜ƒ

long mural
#

is it possible to split the Engine and Project in Perforce?

#

even though the project is rooted under the Engine?

sharp fable
#

huh? projects and engine source are separate?

#

@long mural can you screenshot what you mean

long mural
#

so i have this

#

layout

#

Theia being my project

#

i havent commited to source control yet, i have perforce all setup ready to go for this project, but this is the first project im using a Source build engine

#

basically i want to be able to have 2 types of streams, one for Programmers and one for Artists, and artists don't care about building and should have the built binaries, and be able to just launch the editor

#

but i dont want to commit so much to perforce that is not needed. IE programmers dont get the pre-compiled binaries, they only go to the Artists build

#

if that makes sense

sharp fable
#

@long mural im confused your project doesnt need to be in the engine folder?

#

you can just move it out of that folder to another place in the workspace

boreal lake
#

anybody using GIT ?

#

haven't submitted anything in a while but I'm down for collaborations

brave orbit
#

Hi everyone, I just wanted to ask you guys if anyone is familliar with managing UE4 projects and uploding them to GitHub and using git system with them in general...Since one of my projects is taking over 7 GBs of space and similar complexity project I downloaded from github is only 200MB (from which then I generated Visual Studio files by right clicking it and selecting that option) that got me confused about a way to upload UE4 projects to GitHub....if anyone could be kind enough to bother and explain me how it is done or at least link some forum thread (since I couldnt find any) I would be very thankful...

sharp fable
#

@brave orbit well, for one pregen files in ue4 take a lot of space

brave orbit
#

@sharp fable I see. I am still in the entry level of knowledge regarding UE4 and coding with C++ so pardon my lack of knowledge...would you maybe know how to prepare the project files for uploading to GitHub

sharp fable
#

google gitignore

tired mango
#

hey guys i just realized something AWESOME

#

I bought a $50 1TB harddrive (external) usb 3.0 (d:) .... and so then what I did was I made a new folder in it (git_project_folder) and ran 'git init' , then in my local machine in my project folder i did 'git remote set-url origin D:/git_project_folder '

#

then I made a .bat file with just 'git push origin master' in it , in my local project folder

#

so now when i double click that bat file, it pushes my code changes to my external backup drive

#

AND bonus: I can build and deploy off of my external drive files (backup) while I continue to work on my local project files and make edits

#

so now it takes way less time to do backups and i can work on my game while i do test deployments w visual studio

#

(also please for the love of god backup your game on an external drive at least)

fleet anvil
vague compass
#

that doesn't make sense, either delete it or add it

sharp fable
#

I highly recommend you do not use github for ue4 if working with more than one person

#

you will get merge conflicts often

indigo relic
#

hello, does anyone know a solution to perforce files disappearing in the content browser?

#

]when they are checked out they do not appear in the content browser but are in the content directory

jolly fog
#

whats the best recommendation for a free source control solution for small teams (<5 ) but large repos (<50 GB) right now?

dusk dove
#

self hosted perforce

jolly fog
#

is it complicated to set up the self-hosting esp. when you got dynamically public IP adresses (and have a narrow upstream bandwith?)

fleet anvil
#

@sharp fable Thx for the warning. I'm working alone, so conflicts are a virtual non-issue.

hexed sandal
#

I saw that GitLab gives 10gb of LFS storage per project for free so I'm thinking of switching to it. Is there anything else one should think about when deciding on a version control?

river tinsel
#

LFS is going to be slow as fuck

hot musk
#

Whats better for source control? GIT or Perforce

molten marsh
#

Perforce overall IMO

#

Git is good for Source Code but handles binaries really poorly .

fiery prism
#

I'd say if you're unfamiliar with either but plan to work with UE4, that even if you do not plan to version binary files that you should still opt for p4. Its so pervasive in the UE community that learning it would more directly help your UE4 journey.

tired mango
#

I finally set up a local git repo on my external HDD and I can easily push changes to it with 'git push origin master'

#

It's a hundred times faster than manually copy and pasting the whole project folder since it's only sending changes now

#

If I just make blueprint changes it takes literally 5 seconds to push the changes to my external backup drive now ๐Ÿ˜‚

#

Awesome

scenic ember
#

So I see PlasticSCM was created with the intent of making it easier for game developers to manage their source control. Has anyone tried using it? What has been their experience?

burnt shadow
#

Plastic is actually kinda dope

#

I wouldnt recommend it in production for a big company or anything quite yet

#

but if you're just getting into source control

#

Plastic is probably a good solution

#

just keep in mind most people don't use it and use Perforce instead

molten marsh
#

@burnt shadow Did you manage to get funding for your SC solution you wanted to build?

burnt shadow
#

No but I'm building it anyway

river tinsel
#

My only poblems with plastic were:

  1. Usless ignore.conf which does not support gitignore syntax
#
  1. they claim Plastic can import Git repo
#

well if it is small enough then maybe, it simply cannot handle repository of UE4 size.

gloomy lance
#

Does anyone know how to clean the swarm cache?

gloomy lance
#

How should I clean the appcache?

sour vine
#

im guessing that would simply mean delete everything within appcache folder.

#

but before you do that, make a back up. i only answered because no one else did. @gloomy lance

#

But I am not saying that I know enough about what youre talking about.

gloomy lance
#

@sour vine Thanks!

sour vine
#

Using Perforce, Has anyone experienced the static meshes created from BSPs within a workspace, only carrying the Element 0 material for the entire static mesh for other workspaces?

old gate
#

has anyone tried setting up Subversion server on a NAS to host UE4's projects repo?

jolly fog
#

Hey all, apologies if this has been asked before, but I'm looking to migrate away from GitLab due to our repo bumping up against the limits. I would like to host a Perforce server, but I'm unsure what options are best. It looks like you can host this on a cloud service. I'm hesitant on this front because I don't want to get hit with unpredictable charges. Is it possible to get a cheap host machine with a lot of disk space and host it using a normal hosting service?

sharp fable
#

@jolly fog I use amazon ec2 on a ubuntu image with 30gb of disk storage, at times for us the activity fluctuates, at one point we had 4 four people using it making large commits (art) and sometimes it's 1-3 people working on something, so far costs per month have not gone above $14 usd

#

that being said, amazon aws is a very unintuitive thing to work with if you have no experience (like me) with any of this side of tech

jolly fog
#

Yeah, that's a concern as well. Time I'm spending managing version control related things is taking away from my development time, so I'm trying to investigate the least expensive in monetary & time investment

sharp fable
#

oh the time investment is small

#

i havent had to do anything since setting up really

#

once it's set up, it's sweet

#

aside from occasionally running sudo apt-get update to make sure security is tight

jolly fog
#

Cool, I will investigate more there then

north coral
#

@old gate why yes I have 8D

#

Not quite on a NAS, but on a separate computer that I use as a server

#

I just use VisualSVN Server to host it

grave raven
#

in GIT, is it possible to update .uasset files every time you push to repo but not track any changes?

north coral
#

You could probably create a hook script for that^

grave raven
#

thanks i'll have a look at that

sharp fable
grave raven
#

@north coral is that what GIT LFS does? update the files but doesn't track any changes?

north coral
#

I think so

dusk dove
#

git lfs stores a separate uncompressed copy of every version

grave raven
#

so it does the same thing as git but was introduced because git had problems with large binary files?

old gate
#

@north coral that I did too. But I'd like to do that on a NAS, since it's self contained and more energy efficient (and I don't have second computer)

north coral
#

Does the NAS run its own OS?

slow cedar
#

every nas has its own os

#

else its just an external HDD :p

old gate
#

Yeah, it has OS

#

I forgot what it was though.. Netgear NAS with 2 HDD slots for $200 from Amazon ๐Ÿ™‚

north coral
#

Might wanna find out then eh

#

(my guess is Linux)

#

though it's probably a stripped version, so you'll want to host the VisualSVN Server application on your own PC

#

Hmm...

#

Not sure how this would work, honestly - you might be able to point its repository depot location to the NAS

old gate
#

ReadyNAS OS is what's on NETGEAR ReadyNAS RN212

jolly fog
#

Hello All :-)
I've been wondering about this: is it possible to use source control (subversion, specifically) to manage UE blueprint classes in a similar way as written code might be handled?
In other words: could I for example have a GameMode BP in the trunk, use that in a branch, then make changes to it in the branch, then modify the trunk version and merge those changes into the branch version whilst keeping the changes that were made in the branch?

dusk dove
#

no

#

that would be too easy

jolly fog
#

Thank goodness, I was afraid I had been missing the whole point ๐Ÿ˜ƒ

dusk dove
#

blueprints (and uasset in general) are unmergable

#

that's why people use exclusive checkout in perforce

old gate
#

well, I treat BPs as art assets, so updated version will replace older on in the repo

#

I don't think it's even possible to treat BPs as code unless BPs were stored as text and not as binary files

jolly fog
#

Thanks for your feedback on this.
But you do use source control in a way that you'd make an update to a BP in the trunk and then merge that modified BP into a branch in which you also want to use that new version, right? In other words: not migrate the new BP from the trunk working copy into the branch working copy using UE --> "migrate assets", but merge it into the branch using source control?
Assuming all relations of that BP to other assets are repaired by hand after the merge...?

dusk dove
#

we just don't use branches with content

jolly fog
#

Appologies, I don't understand. What do you mean with "content"?

dusk dove
#

all the assets in the content folder

#

I'm sure there are people that do use them though

old gate
#

I mean, you can do branches and stuff with SVN and content, but why?!

#

binary assets (BPs, textures, models, etc.) are not the same as C++ code

jolly fog
#

For example because I want to create a version of a UE project in which some BP functionality is different (branch) and I may want to work on that as time goes by, but I also want to keep the original version of the project as the main version (trunk) and continue working on that in a different direction.

#

Does that make sense?

old gate
#

or have 3 repos - one with common assets, one for v1 of BP and last repo for v2 of BP. It'd s bit messy no matter how you do it.

jolly fog
#

And then the UE project would be made up of 2 checked out working copies:

  1. common assets
  2. v1 BP / v2 BP, whichever I currently want to use?
old gate
#

why not to just have 2 separate projects and make your life easier? ๐Ÿ˜ƒ

#

you would still have one repo for common assets

jolly fog
#

gotta run. Thanks for your input! I'll have a think about this.

brave orbit
#

Can someoen please tell me what should gitignore file look like so after I push my project my friend can DL that zip file and then generate Visual Studio files from that and open the project? I tried several and I get various errors, like not being able to generate VS files or not being able to build from UE file that you DL from GitHub

light mesa
#

Does anyone know what binaries are required for team members who don't have visual studio?

I was under the impression that only UE4Editor-ProjectNameHere.dll is required.

smoky trench
#

you will probably want the pdb's and the .modules file as well

fickle roost
#

if someone marks everything for delete

#

and then deletes it from depot on p4v

#

its possible to revert it right ?

#

or just submit some other copy

light mesa
#

afaik, if it gets deleted from p4v depot, it's gone, you would have to submit a new copy of it.

fickle roost
#

so just copy some copied files manually in it

#

and then submit ?

#

will try to do that

#

allright got it fixed by the way

#

but scared me a lot

dusk dove
#

you could have just reverted the changelist that deleted the files

#

unless you specifically marked the files for store single copy mode

fickle roost
#

its all good now

#

i think we marked his files that were marked for delete

#

as mark for add

#

submitted and its all good now

#

not really sure what we did

#

tried revert as well but somehow didnt work, maybe it doesnt store it or something

#

but its all good, did not lose the project ๐Ÿ˜›

gentle bay
#

does anyone use a local git server?

#

i found bonobo but it doesnt support git-lfs

vague whale
#

git has been beta forever, is it worth connecting it now?

noble knoll
#

@gentle bay LFS works like absolute shit with unreal

#

be warned

#

anything other than a extremelly simple project with sub 100 blueprints/assets will bloat and eventually become unusable

gentle bay
#

Aww man

#

What would you recommend

gentle bay
#

@vblanco I have such a project so I'm open to alternatives

fair canopy
#

@gentle bay i use an off line bare repo, but why don't you just use github, microsoft has made free accounts now are unlimited and privet.

glossy arrow
#

Also, is there any up-to-date tutorials on how to that nowadays?

dusk dove
glossy arrow
#

Just got it working as well

#

Thanks ๐Ÿ˜ƒ

gentle bay
#

@fair canopy git LFS storage still costs money

fair canopy
#

@gentle bay my bad thought it was included.
as I said I use a bare repo held in OneDrive or Dropbox , use that as the remote master . and don't have any issue with larger files or bloat.
But I dont use the ue4 git tools I just use the git CMD to push and pull

gentle bay
#

ok, thanks

#

maybe ill keep my project on dropbox, and plugins on github

noble knoll
#

@glossy arrow there is a docker container for perforce

#

install docker

#

run container

#

done

dusk dove
#

it's not official tho

noble knoll
#

its by far the best way to setup stuff tho

#

install docker, put perforce, openvpn, samba, and git

#

its what i do myself

#

if you have mistakes installing stuff and fuck it

#

just nuke it from orbit

#

and try again

jovial storm
#

Hi, i'm completely new to UE4 source control. Could I get some advice on what setup would be best for my situation? I am in different locations across the week and use different machines depending where I am for the day, but would like to work on the same one project throughout the week. Would it be best to just backup to a cloud for this or would it be better to use something like github/perforce?

#

I'd like whatever options makes it the easiest to pick up where I left off seamlessly without having to redownload everything or something like that

rare kelp
#

Hey everyone, I currently preparing for a game jam on Thursday and I was wondering if I need to use source control if I am working alone on the project?

faint cairn
#

You should always use SourceControl

#

Given you submit often, you can always roll back to a previous revision to save a broken asset.

rare kelp
#

Ok then, thanks for the advice.

jolly fog
#

Hi! I'm trying to set up SVN to work on a project with two people on different workstations. We got to the point where we can add or remove assets, and it will be updated correctly on the other pc when we sync.

But now the problem: When someone moves an asset to a different folder, it works as it should on that workstation. On the other workstation on the other hand, it is copied! So the asset is moved, but it is also still in its original location.

So basically on workstation 1 we end up with a moved asset, and on workstation 2 we get a copied asset.

Does anyone have a clue on what could cause this?

winged tiger
#

Anyone have recent perforce prices? Is it monthly or perpetual?

smoky trench
#

Yearly and it's USD $420 per user per year

#

You can negotiate with them however

winged tiger
#

Thank you Jack

dusk dove
#

<@&213101288538374145>

molten marsh
#

Discord is being pretty annoying today ๐Ÿ˜ฆ

#

I banned him but the messages wont delete...

winged tiger
#

Yeah, discord is having issues

dusk dove
#

is discord ever not having some issue? ๐Ÿค”

gentle bay
#

has anyone here setup an internal git server with git-lfs ?

#

theres bonobo git which works on windows but its old and doesnt have lfs

errant moon
#

merging to 4.22, git is doing inexact rename detection on every commit I cherry-pick from my 4.21 changes, even though they mostly modify one file with the same path between the two
any idea what is going on there?
I have about 60 commits so it might add several hours onto my merge..

#

I think I've had that in the past but only if the commit affected paths that had changed between versions, not for every commit

ruby latch
#

Are there any devops tools for ue4?

#

Only Jenkins?

smoky trench
#

UE4 has a bunch of tools for dev ops. Gauntlet and BuildGraph are both great examples

#

But those would still need to be integrated with a CI, like Jenkins, if you want the full experience.

cobalt cape
#

Hello, I am trying to debug the AutomationTool program for HTML5. Specifically, I am trying to get some breakpoints working on HTML5Platform.Automation.cs

#

I can debug the UnrealBuildTool program, by adding some command line arguments and setting UnrealBuildTool as startup project

#

However when I try to do the same with Automation Tool I can't get it to run

#

is it possible to debug the AutomationTool program?

brittle smelt
#

I think you were looking for #engine-source, this one is for Git, SVN etc...

cobalt cape
#

ah, sorry, thank you @brittle smelt

#

๐Ÿคฆ

vague wren
#

What's the best & free thing to use for source control files storage thing?

burnt shadow
#

A solution I'm programmjng

#

But that won't help you now

dusk dove
#

what is this solution

broken rain
#

Hey guys, how are you even using git lfs? I have poor upload speed (smth like 200kb/s while my project is 10GB right now), also I've tried to run custom git lfs server, but sadly lfs-client doesn't support ssh

dusk dove
#

you'll want to fix that upload speed first

broken rain
#

@dusk dove I have 200MB/s download and upload

#

so thats strange

dusk dove
#

that's very strange

#

where are you trying to upload it to?

#

it was significantly faster than that when we used it a while ago (now we use perforce)

broken rain
#

I've decided to go with a cloud solution for now, but I guess I will have to learn perforce

river orchid
#

I am using github for source control, I added folders to ignore from uploading but for some reason when I am trying to commit it, it still includes all those folders

jovial storm
#

hey im trying to setup perforce for native SC support, I have it installed and am using my local machine as the server. the p4 info cmd shows that it is setup properly. however when i try to connect to it from UE4 it says it failed

#

any ideas?

#

nvm, had to create a workspace

jovial storm
#

so for a pre-existing project, how would I get a client to access the project? Do they create a new UE4 project and then login to source control?

fiery prism
#

you'd login to their source control and download/pull

#

if they don't have one, they'd make one.

#

Or they can give you a zip and you make a SC

jovial storm
#

so as a client, do they login first via cmd?

#

like im just wondering how they initially get the current project on to their machine

#

or is it just the simple act of sending them a zip

fiery prism
#

Oh.

#

Ongoing relationship?

jovial storm
#

and from that they login

#

its complicated

fiery prism
#

Anyway yeah you just give them login credentials to the repo

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then they pull.

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When they open UE4, have them enter the credentials into the SC integration

jovial storm
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it seems like by default theres zero credentials for perforce. could be wrong though

fiery prism
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yeah you gotta add their user accounts.

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I think you have to have files on the server before you can do that

jovial storm
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oh okay

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ill check out some p4 docs

fiery prism
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what I like to do is push .p4ignore

jovial storm
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whats that do?

fiery prism
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just adds a file to the server without having all the files being initially submitted by superuser

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so you can push that, add user accts, then do the real init commit

jovial storm
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i was wondering about that too, because it appears id have to sync every direct in current project to server

fiery prism
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nah

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Binaries, Intermediate, Saved ... can all be skipped

jovial storm
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so with perforce should i setup credentials first?

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i dont even know by server name, just the ports lol

fiery prism
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If the client wants Binaries, you'll have to setup a typemap so that .exe and .dll can be modified locally without causing you issues.

jovial storm
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ah

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i dont think that would be necessary in my case

fiery prism
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here, just start here.

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also check the pins

jovial storm
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alright, thank you

jolly fog
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Hi I am trying to use github to store a copy of my stuff. What are the essential files to keep?

burnt dagger
jolly fog
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almost everything I have is a umap or a uasset

valid moat
neat grotto
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@valid moat It means the file is checked out on a branch.

valid moat
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thanks!

dusk dove
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does it prevent you from modifying the same asset on two different branches since you'll never be able to merge them?

wheat patrol
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I will never get another chance at this. Saying #lounge to pfist ๐Ÿ˜›

neat grotto
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Holy shit. I'm tired and in the wrong channel.

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lmao

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Incredible.

wheat patrol
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๐Ÿ˜„

outer hinge
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Hey everyone. I was working on a project in UE4 and my computer got a BSOD. The project is connected to a repo (working fine for months with no issue) - upon reboot I started getting VS 2017 to complain about a fatal git error. The error said the index file had been corrupted.

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So I fixed that after googling a bit, which made that error go away. Now however, I can't seem to push any commits

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I get these errors each time:
Pushing master
Error: cannot spawn .git/hooks/pre-push: No such file or directory
Error: waitpid for .git/hooks/pre-push failed: No child processes
Error: failed to push some refs to '[place holder]'
Error encountered while pushing to the remote repository: PushCommand.ExecutePushCommand

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Any ideas on how to fix this?

loud shore
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@outer hinge will it happen if you created a new repo clone? Maybe it's just your current clone which got corrupted?

outer hinge
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I finally got it. It was happening because I needed to force update the lfs hooks again

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After I did that it started to work

glad gulch
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check in case you have git .lock file

vague whale
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does anyone use the git plugin or simply use git outside of UE4?

visual nimbus
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Is it possible to clone an exisiting depot from one perforce server to another?
Would I use fetch and clone for that?

fast veldt
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I'm trying to setup a local backup to external hdd on windows. Ideally want to save everything, including assets. Any good solutions?

wide turtle
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@fiery prism hey sorry to ask, ive been reading up on Perforce, seeing that it needs a server, which i do not have,

I'm working with others and we all have laptops so when we meet up, can we use a laptop to house everything?

molten marsh
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@wide turtle You can run a Perforce server locally.

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I run a private one for myself in my garage.

wide turtle
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but locally means the server has to be where we meet up ccorrect?

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@molten marsh if so, which can be done. we all have laptops, can can probably have a computer set up running the server