#source-control
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You could also use UGS and simplify everything down to a nice UI.
See Engine\Source\Programs\UnrealGameSync\Deployment.txt
so my depot needs to be a Stream depot
Not for UGS to work.
and it works fine with the engine being included?
i have my project under my engine directory
Anyone with Perforce knowledge an idea how I can properly renew the certificate of my Perforce Server?
It's p4d -Gc, but it wants the P4SSLDIR environment variable set
And I have 0 idea to what
On my digital ocean (ubuntu) droplet, I found an ssl folder with both certificate files and I used that one with my perforce user
But it keeps telling me: P4SSLDIR not defined or does not reference a valid directory.
-.- I hate this piece of software.
I can see it being defined and I also made sure there is no last /
afaik, the folder should only have 700 rights or so. But well.
Sorry to ping you @burnt shadow but did you ever have to renew a perforce server certificate and needed to define the P4SSLDIR var?
Woah
No
I mean I've had to do corporate perforce license file renewals but those arent the same
Yeah I tripple checked what Perforce says in the docs:
- User who owns the p4d process is the only one to use the ssl folder. (700)
- privatekey.txt and certificate.txt files in there, both proper rights (600)
- P4SSLDIR set to that folder, excluding the last
/
:/ So frustrating..
Killed p4d process. Started again with -p 1666
No users anymore. Logged into p4admin -> gained super user rights
Ha, gotta love perforce.
anyone got a good ue4 .p4ignore?
for engine source, so i dont upload thirdparty binaries etc
Theres one in the Engine/Extras/Perforce folder
yeah but that one doesnt filter out the Thirdparty stuff
installed via setup.bat
i just ignored Engine/Content and Engine/Binaries/ThirdParty/**.dll
which reduces the size by loads and they get added via setup.bat
how do i build a binary editor for distribution to people without needing to compile it?
BuildGraph + InstalledBuild Script
https://docs.unrealengine.com/en-us/Programming/Deployment/UsinganInstalledBuild
(Tutorial if you need it)
http://jackknobel.com/BuildGraph/Building-an-installed-ue4/
thanks @smoky trench !
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 ? ๐
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
reposting ๐ฎ
@fickle roost Hey I can totally help you setup your own Perforce
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)
ah answer - create a new depot in admin.
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?
@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)
@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.
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 ๐
@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 ๐
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 ๐
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
push smaller commits
are ~10 lines across 4 files too big of a commit to push?
it seems to be pushing 215MB tho
even in that case it should be able to. the limit in apache is set to 50 gigs
ye no clue why it would fail
maybe, you haven't asked a question yet
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
...
are you for real
how can i learn make/create Animations,Houeses,Characters?
is blueprint better then simple code or?
@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.
Woops, wrong channel. Just saw the question, but it's the same questions being asked in #ue4-general now.
anyone familiar with svn Tortoise - lets say i have almost 200 revisions what happens if iwas to click merge?
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
try it? ๐
I don't know SVN
but in general the idea of source control is to maintain revision history
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
I havent had any issues with it before now
Only did a few changes since the last push
@pine mica Sure you'r enot over their size limit ?
I'm not sure what the max size is. I'm paying for the developer plan.
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
If that's it, you should have a warning on GitHub
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
Pretty sure all my other Git projects are well over 1GB?
Yes I have projects thats (unzipped) over 14GB working perfectly fine
I am wondering for team setup cross the country what would be the best way to set up updating the builds?
What do you mean builds?
having a repository of some type for updating and having other team members work in different areas?
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?
git with UE4 drives me nuts sometimes
Use Perforce then
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?
maybe I'm looking at the wrong place though shrug
They have a free tier of 5 users that they dont directly advertise.
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.
How big is your team?
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?
HelixCore?
oh the free one requires self hosting
๐
(does perforce even have perforce-hosted services?)
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.
There is no "easy" Source Control solution unfortunately.
They all have their pros and cons
yeah. I used to CVS, then SVN and then git for a while now. Man CVS was a pain in the behind lol
Assembla pricing is definitely too high for us right now - I guess we are sticking with git for a while ๐
just have people share users, you can make up to 20 workspaces without buying one of their ridiculous expensive licenses
Thats another option, but he has a hosting issue as well
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
meh just dump it on a $10 vps and it works fine
p4 server doesn't have high requirements
that's not a bad idea - sharing users and using a vps
it somewhat is a bad idea since those people need to share the password then
does the UE4 perforce integration have similar issues to the git lfs one I described above? or is it smoother?
It also makes it hard to track down who changed a piece of code. But in some cases that might be ok
p4 tracks changes by workspace name, so you can easily identify them still
ye the plugin is way faster
it can request locks for several files at once, for example, instead of painfully waiting 5 seconds per request like the git plugin
git plugin is unusable slow with locks enabled
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
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
that seems very strange, are they using the correct engine version?
assets don't magically change without someone resaving them
yes I've even seen it happen on the same pc
weird, never had this happen using git or p4
I don't know if it hapens with non-lfs git, but definately it happens on lfs git for me
but if assets get changed for no reason, definitely wouldn't check in those changes
who knows what happened there and you can't check because bullshit binary file
I've tried just discarding the changes but then it just makes them again
I have no idea
its really weird
I need a perforce tutorial on how to add an existing project on a new computer
I don't understand why I need a workspace outside of the Unreal folder, which just doubles the amount of space my project consumes
great, managed to synch, but ended up with /MyProjectName/streamsDepot/mainline/MyProjectName/ inside of the Unreal Projects folder ๐ฆ
and now I get a metric tonne of "files not open for edit" when I try to check in NEW files. ๐ฑ
ugh, more perforce problems.... "shared data cache not in use, performance impacted" all of a sudden
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
t remove them from the workspace, because they're apparently open
this isn't made for normal people ๐ฆ
Did you upgrade the database?
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?
it's third day i'm trying to setup Plastic SCM repo -;-
i've been trying to gitsync unreal repo
i never heard of plastic scm looks kind of cool going just by their marketing
hello there how do i setup a Collab with my team on unreal engine
hey
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'
i'm not able to push the code to a new repository i created
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 ?
you haven't setup uassets and mp4 files to be stored in LFS @storm violet
the file size limit for github IIRC is only for non-LFS files
If they were files already in your repo you will need to move them over to the LFS storage
First thing done wrong was using LFS over Perforce ๐
@thorny barn basically three options, SVN (free and easy), Perforce (Powerful, Free for 5 users but requires some setup), Plastic SCM (Paid but simple)
I'll check them out in that order, thanks!
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 ...
Paid Github with LFS, I guess
@brittle raft Thanks I'll check the pricing
Ok I get it now ... It's 7 dollars/month for the github + 5 dollars/month for 50 gb of data pack
12 dollars per months seems fine
how / where to add .ignore list to perforce? just paste a .ignore.txt in to depot root?
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
thank you @dusk dove that's so appreciated i can't tell you โค
@clear gull i bloated LFS to 50 gb on a 6 gb project in a week
just so you keep in mind that sizes can bloat extremelly hard with ue4 on LFS
@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 ?
the issue is that ue4 works like absolute ass with LFS
if there is like a "pathologically horrible way of using LFS", UE4 is that
oops
the issue is that LFS is a hack
on top of git
like a plugin/extension
so it needs to intercept normal git stuff, and change it to lfs stuff
it intercepts a commit and then if the files are LFS tracked it sends them to the LFS server.
the problem is that current LFS servers dont do binary deltas at all
and another huge problem is that LFS scales badly with number of files, as it needs to "intercept" each one individually
in unreal engine, EVERYTHING is binary
so if you have a medium sized project, LFS will just choke
too many files
not even going into the file size issue, with the LFS server gets more and more bloated
and then, to top it off, LFS also stores everything locally
so you need to have 2 times the size of your repo
and do "lfs prune" every time you commit
Any perforce users here?
Iโd 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 Iโm assuming that is the most inefficient way to handle it
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?
Ty mike
anybody have issues with stuff in your .gitignore not being respected? like I have this in my .gitignore file: Intermediate/*
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```
figured it out, I had a whitelist regex in my .gitignore as well for something unrelated that was matching those paths
ok been using Plastic SCM for some time now
git sync is not capable of handling UE4 sized git repo
but
other than that it is really lighting fast
compared to either Perforce
or Git
why does attempting to launch 2 blueprint / other asset diffs from p4v at the same time result in the second printing an error?
it works again right away after closing the first window
How blueprint diff works? Is it useful?
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
any ideas?
question, just set up perforce, but my buddy can't open the project without checking out the .uproject file
anyone know a solution/
You should have setup the recommended TypeMap and .p4ignore files before committing your project.
You can mark the uproject as Writeable in Workspace by right clicking on it in perforce and going to the ChangeFiletype option.
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.
@agile kayak
awesome, thanks!
K so, back at it again with the perforce problems.
Anyone know what this error means?
Client 'Aaron_DESKTOP-6-----0_8550' can only be used from host 'DESKTOP-6-----0
The error happens in p4v
its still not letting my buddy check out or submit modified files
it means you're trying to use a workspace on a pc with a different name than the one it was created on/for
Hmmm so the solution would be to rename the workspace?
You have a few options.
just make a new workspace and call it a day
Rename the PC to the name P4 is requesting (not recommended). Change the name in the workspace, or as suggested, make a new workspace.
Is there any free version control service?
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.
GitHub is free obviously however it has its own set of issues when working with UE4
Is there any online hosting solution available, or is it possible to use web storage to store and share?
Thanks guys
@river orchid Online hosting is typically not free.
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).
what about PlasticSCM?
Ive never worked with that, cant comment on what it offers nor its abilities as a Source Control solution.
Dont think it even has a UE4 plugin? Though i could be wrong.
Im strongly biased towards Perforce as ive been using it for years.
does github or bitbucket work with blueprints sharing?
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.
Not sure about Bitbucket.
so in other words I'll have to have to host it on my system...
That is an option yes.
For example. I have my personal Perforce depot running on a Build Server machine i keep in my Garage.
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.
Its expensive because of running costs (electricity).
I work from home so i can get a tax rebate from the government on my Electricity costs so i can manage that way.
hahahaha damn u r lucky xD
is it possible/sensible to have the project folder in the engine folder, but with the engine using git and the project using perforce?
What would this achieve exactly?
Why do you want to have the Project inside the Engine folder?
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.
I'm not entirely sure what this would achieve, but I see many people have this kind of setup
when using a custom engine
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.
anyone able to tell which amazon AWS free tier would be best for perforce source control purpose ?
S3 seems like a way to go
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.
hey
its very bad
beats me
I've been running this setup for over a year now, never had any issues with it
yea
How big is one version of your project?
is SVN a thing still?
And how big is the total repo?
lfs is 80gb, regular is 0.5gb
So you have 500MB of assets right?
regular == text
well, whatever git crams into the "regular" folder :)
Ignoring the older versions etc
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
Ok I'm confused ๐
What I'd like to know it the current project size / total git repo size ratio
the size of the project in git
ie the overhead of the versioning
have you looked into svn meowmeow?
i did:
git lfs track "*.uasset"
SVN requires a custom server
I want a cloud solution
a free cloud solution?
Uh
and you want 100gb
but you don't want to host yourself right?
That's not how cloud costs work
^^^
You need to take into account data duplication for safety, bandwidth cost, server maintenance
etc
cloud is overpriced if you think about it lol
Not really
things like amazon cloud
I have no clue how to tell you the size of git lfs that's specific to my ue4 project files
they charge u per minute, but in reality, the hard disk is never changing
but they charge u for data
the thing is, lfs dumps everything from all projects in to one root I believe
Oh you have multiple projects
and my local git server doesn't really report on the space used by project X for its lfs contents
nvm then ๐
yeah, sorry
how do u know if git lfs is working
Are you removing old versions sometimes?
when u do a git add?
lfs clean or smthg
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 :)
it's the office 365 family plan
๐
I also have a business gmail account that gives me 1tb or some such there too
so I have double backups
meowmeow i've looked at many svn, git providers and you wont be able to get 100gb at 10 per month
Is SVN even good?
I use to use it years ago
But I never used it for something like an unreal project
its the same as its been
Is it capable of handling large files?
I used it with hl2 and unity3d projects lots before
wew
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
i just looked at 15 other sites and thats not unreasonable
yea thats life though
I did my research wrt version control and hosting, by far the onedrive solution is the cheapest
like you'd save a lot by j ust running it yourself, or just using git for only c++ and running lfs yourself
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
lol i don't think we are on the same planet
Just use a local server
can onedrive be used inconjunction with lfs @languid escarp ?
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
@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
for solo indie game dev it does
you can get 80gb of disk space for 9 euros a month on hetzner
ah?
Cloud servers starting at โฌ 2.49. A little money gets you lots of cloud. Our flexible billing model and clever interface make it easy to use our cloud servers for all your IT needs.
that is a creative way glassbeaver ๐
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
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
honestly who cares if your only concern is money? :)
True
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
yeah I don't think anything beats that for one-man operations
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
@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.
That could be it then
@analog burrow homeserver > all
well that said my homeserver is a tad slow since its running on HDDs
hehe
@reef solar i followed Allars guide, but with a raspberry
ok so Ubuntu
as long as you don't need remote access home server is ok ; p
and static ip
nah
if you have a dyndns setup you dont need a static ip
thats what I'm doing
with noip
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
p4 isn't safe by itself?
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_(ใ)_/ยฏ
make sure you set the option to disallow listing or creating users in p4
yeah of course, admin privileges only
(why on earth is that the default??)
makes it easier for first timers
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
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)
Does it mean we can save 5 bucks monthly and keep using the Free one ?! only pay for the data pack ?
@jolly fog you host your own svn on a digital ocean server? it's linux right?
is it free or something?
paid
maybe run sudo top and see if it shows more processes
apache2 is us ing the most
does svn run a daemon on the server at all? i'm assuming it does
is it like they just give you ssh or something?
who?
digital ocean?
im surprised u have never heard of them
they are a big comapny
maybe try iotop, you'll have to install it and see if it's a disk speed issue
how do i use it
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
hey guys , i bring you good news :
https://blog.github.com/2019-01-07-new-year-new-github/
Does Digital Ocean have servers in EU?
Yes. I keep my SVN server in Germany.
Github doing that feels alittle too late tbh. already moved to gitlab. ยฏ_(ใ)_/ยฏ
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
What's the file size issue ?
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
Sharing your ignore would be very much appreciated, and does perforce have an online storage thing also?
@balmy sparrow
I have a question!
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?
Find the right solution for your cloud version control needs with our tiered source code management pricing plans. Learn more to compare our Assembla plans.
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?
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
Ye they won't, but you can allways look at your file history in the client
unless that means they're no longer on disk ๐ค
well, there's 8500 files in this changelist
we want to filter some of them back out ๐ฆ
(fml)
Best practice if you've broken something is to revert back and create a separate branch
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
You can right click the files inside unreal and tell them to be ignored
I can't see them inside Unreal
Or are you talking about build files and stuff you don't need?
these are uassets
Hmm strange. So you can see them in the windows folder but not inside unreal?
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 ๐ฆ
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
nah, looks like marking for delete in Perforce removes the file from disk
makes a certain amount of sense
Ye but you should be able to revert to get them back
And then make a new branch and combine that with the current branch
Like I said earlier
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
Probably a way to do it in script, search stack overflow they have all answers
Np
@balmy sparrow what is your ignore file?
DerivedDataCache
Intermediate
Saved
.vs
*.sdf
Build/
Binaries
Thanks
thank you
lmfao "source control. haha I see the confusion"
Does anyone here use source control for a project they are the only dev on?
Is it just for backups @ornate trout @brittle raft?
What are the other advantages if not?
Complete history of every change over months or years
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
You can revert anything to any previous state
alright thanks for the info
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
wrote a little webhook bot for perforce commits to discord
if anyone is interested
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..
Seems like re-initializing the project solves it. deleting some minor progress and re-clone it.
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?
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
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?
This is what the map file looks like in a text editor
Whereas other maps that do work look like this in a text editor
@shut rain That's a conflict here.
Look in your source control software to check the status
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
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
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
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
I'm just using Git shell
What does "git status" tell in command line ?
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
To be clear, if you save locally and then pull changes, it's expected to end up with a conflict
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
perforce will handle that with zero issues
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
@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.
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
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)
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
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
Would you mind letting me know if you hit issues with plastic?
How can a collaborator in git push changes?
Git push
@fallen jay Will do!
thanks!
Anyone use SVN?
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
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
P4lyf
Can webservers be used for version control with perforce?
Which one of these @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
Do i have to put the plugins folder also on the depot? Using perforce^^
@south plover Its probably a good idea.
If they contain source code that you may want to modify later.
ok, thank you ๐
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
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?
Yo guys, out of curiosity, what SCM do you all use for your projects?
A. Perforce
B. Git
C. SVN
D. Mercurial
E. Other
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 ?"
its an interface to one of the existing sc
i thought you have to use other source control software, the editor has just an interface.. ?
Yeah, pretty sure there isn't an UE source control
there is. I am sure it works for managing the assets and the level itself, but I am not sure if there is one such for the code.
Here is a link towards the Unreal documentation regarding this topic:
https://docs.unrealengine.com/en-us/Engine/Basics/SourceControl/InEditor
sooo, something like Perforce or Git must be used for sure. Is that what you are saying ?
Yeah, UE doesn't have source control, just easy hooks into the most common ones
Which one would you recommend ?
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
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
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..
when do you get that?
after creating the first workspace and choosing files for initial add to the depot
did you try to add files outside the workspace?
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
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
did you move them outside of the p4v client?
yeah
ok, i'll try that
Am I the only one who prefers SVN over Git for small-team game dev?
with binary assets?
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
Yeah so with bin assets I'd go SVN over Git
prolly still go P4
I'll have to try LFS but iunno.
blech
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 ?
Perforce is the best for UE4 no question. Lol
It's the best for handling content
Having source code under Git and commit only binaries to the Perforce repo works fine, too
@fluid vapor https://gamedev.stackexchange.com/questions/480/version-control-for-game-development-issues-and-solutions this is a good thread on it
10q ๐
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.
Hm, looks like someone else had this happen: https://answers.unrealengine.com/questions/763335/can-i-manually-commit-shared-collections.html
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
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.
๐คท I know little else about it, but it is "normal" and "behaving as expected".
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
You officially know more than I do. ๐
decided to check and I appear to be wrong (as of the 4.20 release) so Iunno.
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
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
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...
@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
did it right now, get this errors - no files updated
1 warning reported
//depot/...#head - no such file(s).
@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
it works, i see the info
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
yeah, its not there
hmm so wait what are you trying to do
are you trying to get files from workspace to depot or vice versa
so when you mark for add thats when it breaks, correct?
cant screen share atm, but you can screen share
yes, i'll call you
i have no mic but ok
Thanks to Dosbuster it works fine now ๐ ๐
is it possible to split the Engine and Project in Perforce?
even though the project is rooted under the Engine?
huh? projects and engine source are separate?
@long mural can you screenshot what you mean
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
@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
anybody using GIT ?
haven't submitted anything in a while but I'm down for collaborations
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...
@brave orbit well, for one pregen files in ue4 take a lot of space
@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
google gitignore
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)
I'm using this gitignore https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
If I want to ignore the StarterContent folder, would I just add "StarterContent/*" ?
that doesn't make sense, either delete it or add it
I highly recommend you do not use github for ue4 if working with more than one person
you will get merge conflicts often
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
whats the best recommendation for a free source control solution for small teams (<5 ) but large repos (<50 GB) right now?
self hosted perforce
is it complicated to set up the self-hosting esp. when you got dynamically public IP adresses (and have a narrow upstream bandwith?)
@sharp fable Thx for the warning. I'm working alone, so conflicts are a virtual non-issue.
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?
LFS is going to be slow as fuck
Whats better for source control? GIT or Perforce
Perforce overall IMO
Git is good for Source Code but handles binaries really poorly .
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.
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 ๐
Awesome
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?
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
@burnt shadow Did you manage to get funding for your SC solution you wanted to build?
No but I'm building it anyway
My only poblems with plastic were:
- Usless ignore.conf which does not support gitignore syntax
- they claim Plastic can import Git repo
well if it is small enough then maybe, it simply cannot handle repository of UE4 size.
Does anyone know how to clean the swarm cache?
How should I clean the appcache?
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.
@sour vine Thanks!
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?
has anyone tried setting up Subversion server on a NAS to host UE4's projects repo?
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?
@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
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
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
Cool, I will investigate more there then
@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
in GIT, is it possible to update .uasset files every time you push to repo but not track any changes?
You could probably create a hook script for that^
thanks i'll have a look at that
Git is like every time you want to check in a new version you backup your entire repository into a directory full of all old versions and then replace the prior latest version with the new version but there's some file deduplication logic based on Merkle trees to save spac...
117
@north coral is that what GIT LFS does? update the files but doesn't track any changes?
I think so
git lfs stores a separate uncompressed copy of every version
so it does the same thing as git but was introduced because git had problems with large binary files?
@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)
Does the NAS run its own OS?
Yeah, it has OS
I forgot what it was though.. Netgear NAS with 2 HDD slots for $200 from Amazon ๐
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
ReadyNAS OS is what's on NETGEAR ReadyNAS RN212
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?
Thank goodness, I was afraid I had been missing the whole point ๐
blueprints (and uasset in general) are unmergable
that's why people use exclusive checkout in perforce
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
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...?
we just don't use branches with content
Appologies, I don't understand. What do you mean with "content"?
all the assets in the content folder
I'm sure there are people that do use them though
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
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?
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.
And then the UE project would be made up of 2 checked out working copies:
- common assets
- v1 BP / v2 BP, whichever I currently want to use?
why not to just have 2 separate projects and make your life easier? ๐
you would still have one repo for common assets
gotta run. Thanks for your input! I'll have a think about this.
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
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.
you will probably want the pdb's and the .modules file as well
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
afaik, if it gets deleted from p4v depot, it's gone, you would have to submit a new copy of it.
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
you could have just reverted the changelist that deleted the files
unless you specifically marked the files for store single copy mode
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 ๐
git has been beta forever, is it worth connecting it now?
@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
@vblanco I have such a project so I'm open to alternatives
@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.
@burnt shadow https://www.youtube.com/watch?v=9Yzt4pKdaLA Not sure if you care, but that's been reuploaded
https://goo.gl/52pTh5 โ Sign up and receive 10 dollars credit free on DO Setting up Perforce on DigitalOcean's Ubuntu: https://www.youtube.com/watch?v=9Yzt4p...
Also, is there any up-to-date tutorials on how to that nowadays?
they offer packages now, so just follow the official guide and their setup script does everything for you https://www.perforce.com/perforce/doc.current/manuals/p4sag/Content/P4SAG/install.linux.packages.install.html
@fair canopy git LFS storage still costs money
@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
@glossy arrow there is a docker container for perforce
install docker
run container
done
it's not official tho
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
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
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?
You should always use SourceControl
Given you submit often, you can always roll back to a previous revision to save a broken asset.
Ok then, thanks for the advice.
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?
Anyone have recent perforce prices? Is it monthly or perpetual?
Thank you Jack
<@&213101288538374145>
Discord is being pretty annoying today ๐ฆ
I banned him but the messages wont delete...
Yeah, discord is having issues
is discord ever not having some issue? ๐ค
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
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
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.
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?
I think you were looking for #engine-source, this one is for Git, SVN etc...
What's the best & free thing to use for source control files storage thing?
what is this solution
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
you'll want to fix that upload speed first
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)
private repo on github.com
I've decided to go with a cloud solution for now, but I guess I will have to learn perforce
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
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
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?
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
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
Anyway yeah you just give them login credentials to the repo
then they pull.
When they open UE4, have them enter the credentials into the SC integration
it seems like by default theres zero credentials for perforce. could be wrong though
yeah you gotta add their user accounts.
I think you have to have files on the server before you can do that
what I like to do is push .p4ignore
whats that do?
just adds a file to the server without having all the files being initially submitted by superuser
so you can push that, add user accts, then do the real init commit
i was wondering about that too, because it appears id have to sync every direct in current project to server
so with perforce should i setup credentials first?
i dont even know by server name, just the ports lol
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.
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into details about why you
here, just start here.
also check the pins
alright, thank you
Hi I am trying to use github to store a copy of my stuff. What are the essential files to keep?
@jolly fog Gitignore located here: https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore (this is a list of things it doesn't need to keep)
almost everything I have is a umap or a uasset
what does this sign mean?
thanks!
does it prevent you from modifying the same asset on two different branches since you'll never be able to merge them?
๐
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.
So I fixed that after googling a bit, which made that error go away. Now however, I can't seem to push any commits
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
Any ideas on how to fix this?
@outer hinge will it happen if you created a new repo clone? Maybe it's just your current clone which got corrupted?
I finally got it. It was happening because I needed to force update the lfs hooks again
After I did that it started to work
check in case you have git .lock file
does anyone use the git plugin or simply use git outside of UE4?
Is it possible to clone an exisiting depot from one perforce server to another?
Would I use fetch and clone for that?
I'm trying to setup a local backup to external hdd on windows. Ideally want to save everything, including assets. Any good solutions?
@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?