#source-control

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wide turtle
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has to be that way ?

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My idea was using one of the laptops running the server

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which im not sure if that can happen

molten marsh
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People can connect to your Perforce server via the Internet.

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When i say Locally i mean on your machine.

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People just use your IP to connect

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In P4V

fiery prism
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@wide turtle The only requirement to be able to use a local p4 is that you can resolve your ports. Some ISPs don't let you forward, but with LAN that shouldn't matter.

wide turtle
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thanks guys this makes sense

hexed sandal
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noob question here - I pulled my project from my github, where I don't track the Saved folder, and it was unable to be built without a log file - is there a workaround or should I just upload the logs?

molten marsh
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It just needs the Logs folder to be created. For some reason it cant manage that on its own.

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@hexed sandal

hexed sandal
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Thanks, good to know. much appretiated

desert arrow
lost mango
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Perforce is placing copies of the .db files in the base directory of my drive P:/ as well as my P:/...../perforce/server directory. I am specifying the p4root when starting p4d with the -r command. Does anyone know why this is happening? I would like to have only the .db files within the P:/...../perforce/server directory

gentle bay
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does anyone know whats going on with github

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i've been over my git-lfs quota for 4 months and its not complaining about it

open bone
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does anyone use Plasticscm?

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and if so, is there a good way to link engine & game folders?

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I kinda want to something akin to perforce streams, but there doesn't seem to be a good way to do that

exotic halo
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I'm using Perforce and my packaging fails instantly. Do you have to check out entire folder before packaging?

faint cairn
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Technically no. Only of the folder you want to write into is readonly.

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But the error should tell you that

exotic halo
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Odd. When I check out whole folder it builds fine. I should just need to fix any read only folders?

dusk dove
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๐Ÿ’ค

summer lantern
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morning - best practices for working with redirectors and source control?

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how are people dealing with potential fallout from stuff like cleaning up redirectors?

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assume worst-case-scenarios i.e. distributed teams and large numbers of people

ruby latch
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Anyone ever figured out to work on same file in same project for TeamWork ?

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The only way is VM afaik

dusk dove
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@summer lantern if you use perforce it kinda just works, it will try to check out every file that references it and only delete the redirector if it was able to fix all refs

summer lantern
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redirectors are automatically deleted?

dusk dove
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no, it does this if someone runs the fix redirectors thing

summer lantern
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if you run fix redirectors, I don't think any files get checked out

dusk dove
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it does if you use the button in the editor

summer lantern
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so what happens if I have Actor A inside a level, then someone else names A, B, fixes up redirectors on their machine, then submits?

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in your scenario that shouldn't break anything?

dusk dove
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assuming nothing else was referencing A, they'll be submitting a changelist that creates B, deletes A, and modifies the level

summer lantern
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but what if they don't have the level?

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because that file is checked out by me

dusk dove
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then it will notice it can't check out the level and not delete the redirector on their machine

summer lantern
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okay, now what if the level only exists locally on my machine?

dusk dove
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okay then you might have a problem

summer lantern
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this is the problem we've been encountering, haha

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I was kinda hoping people would have a workflow that avoids this kind of thing, since teams can get pretty big

dusk dove
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that's an interesting problem, now I'm wondering what you'd do about it too lol

river tinsel
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@open bone Yes I used plastic for a while

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I'd love to recommend it

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but I just can't

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it's fast when it works

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branching is good

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but then you can't import unreal from git

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because it is simply to big and plastic can't handle it

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and you have ignore.conf which works like crap

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you simply can't make viable ignore rules with it for unreal

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beucase it first apply one set of rules (ignore) and the other set of rules (unignore)

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it does not apply them from top to bottom like git or perforce

tulip ridge
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Anyone knows any affordable source control services? Im very familiar with perforce and the actual management of files, but I dont have any idea of what I would need to set up my own little repository for my personal projects so I can work on them in different workstations

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any pointers on the subject are greatly appreciated

open bone
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I noticed that about the ignore rules

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but given the fact that it has a "cloaked_files.conf" seems to create a much better situation

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you can just ignore the main intermediates and then cloak the bins

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and you get a pretty good ignore set

smoky trench
open bone
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what jack said

fading quartz
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Hey, im running P4v on a 4.19 build, what is the correct way to upgrade my project to 4.21.2 and then source control it?

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do i just make a copy and upload the copy, but then loose all the history?

desert arrow
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haha, true, normally I have that channel selected ๐Ÿ˜„

fading quartz
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Anyone ๐Ÿ˜„

desert willow
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I tell everyone to check-in and don't touch anything fixup and commit

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One person to fixup them all

smoky trench
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@fading quartz Just upgrade on the spot and then any assets/code you need to change add that to your next CL and submit that as "Updated to 4.21"

fading quartz
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@smoky trench isn't that risky for breaking your build?

smoky trench
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how?

fading quartz
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I don't know :/ that's above my tech knowledge

smoky trench
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That's what version control is for haha

fading quartz
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ue4 recommended to me to make a new copy

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haha

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damn i just made a copy and did all the shader compiling haha ๐Ÿ˜ข

smoky trench
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But seriously, that's the point of version control so if you break your build just revert to the previous file versions

fading quartz
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yeah true

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im super confused, i converted it in place

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it took like 1 sec, and in p4v there's no new files to check in

inner linden
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Are there any integrations that work with UE4 that aren't perforce?

smoky trench
inner linden
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Git beta?

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Is that new?

smoky trench
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Been in for ages

inner linden
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I know SVN has been a thing

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Mostly just dont have a place to host the perforce at the moment

smoky trench
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@fading quartz You may need to run a reconcile but did you have to update any assets?

fading quartz
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no I didn't have to update anything, I just had to delete some files in the Intermediate folder

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I think because I have all folders into p4v and maybe I wasn't supposed to have it :/

inner linden
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Where do you guys host your p4v at?

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Any suggestions?

fading quartz
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Im using amazon AWS, it's free for a year.

inner linden
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Oh, not bad. How much after?

fading quartz
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im not sure :/

smoky trench
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@fading quartz You have all folders :/ why lol?

inner linden
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Their lack of specific pricing is what bother sme

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I know it's supposed to be per usage

fading quartz
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yeah same lol

inner linden
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but it still pisses me off

smoky trench
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I locally host my P4 server

fading quartz
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@smoky trench cause im a noob

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and i didn't realy the docs properly i guess

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ill try reconciling offline work

inner linden
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Lightsail looks neat but the data transfer caps make it useless to me

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OVH is fine but low storage size with expensive upgrade options

smoky trench
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Did you have to update any assets/plugins/source code @fading quartz for the upgrade?

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because if you didn't then there won't be any changes

inner linden
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OVH has the unlimited data transfer but their storage upgrades are pricy

fading quartz
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nope, maybe because im blueprint aonly?

dusk dove
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how much storage do you need?

inner linden
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Looking for about 60 gigs

fading quartz
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๐Ÿ˜ฎ

smoky trench
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BP's will only be updated when saved, so unless you saved the BP's they won't come up

inner linden
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Even 50 would be fine honestly

dusk dove
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we use linode for hosting p4, but, the repo is not 60GB lol

inner linden
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how much redundancy does p4 use?

dusk dove
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none

inner linden
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Hmm

smoky trench
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What did you reconcile? If you have your intermediates in P4 then yeah there will be a bunch of changes. But you sure as shit don't want intermediates or saved in P4

dusk dove
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you're responsible for backing it up

inner linden
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Right, I think I meant linode. not P4.

dusk dove
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linode offers daily backups, so that's why we use it

inner linden
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Sorry.

fading quartz
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so i should remove them from my worskapce view?

inner linden
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How long does Linode store backups?

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And do backups count towards your storage

fading quartz
smoky trench
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@fading quartz You should delete and obliterate them imo

dusk dove
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is explained here

inner linden
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kk thanks

fading quartz
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what are they Jack?

smoky trench
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you're in your depot view, go to your workspace view and mark them for delete

fading quartz
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one of my blueprints just disappeared\

inner linden
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Check the folder it was stored in explorer

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not UE4

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it might still be there just not imported to the engine

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I forget how you can re-import them though

fading quartz
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i see them in the depot but now the engine doesnt see it

inner linden
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delete your intermediate folders

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and it'll recompile for you

fading quartz
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nah its gone

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i just delete it

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:/

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deleted the intermediate folders

inner linden
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You pushed the file to perforce previously? Just restore the file.

fading quartz
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but i see it in depot and workspace

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how do i restore

inner linden
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I don't have it open at the moment.

fading quartz
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I dont understand how its in my changelist checked out

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but the engine doesnt see it

inner linden
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Like I said, the engines link to the file is probably broken

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But the file likely still exists on your hard drive.

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If you delete the intermediate folders and reopen UE4 it will recompile all the files

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And it should show up again.

fading quartz
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maybe because i had it still in checkout

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hmm

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oh man so strange i delete all the intermediates and it says its 4.19 instead of 4.21 in the epic launcher

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so it's probably not reading that file because i modified it via 4.21??

smoky trench
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sounds like you're trying to launch the game using 4.19

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and you have an asset saved in 4.21

fading quartz
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so strange. I did the convert in place again and i see it

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because its now launching with 4.1

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4.21*

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when i click about, i see its 4.21, but again no updates updated like u asked me before

smoky trench
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If you're a BP project then the assets won't show up as changed unless the BP is saved

fading quartz
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gotcha

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thanks so much @smoky trench and @inner linden

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appreciate all the help

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๐Ÿ’ฏ

inner linden
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Indeed, glad it's working.

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I highly recommend using the internal UE4 stuff to manage your assets rather than directly touching p4v

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I only ever used p4v to pull a prior revision of an asset

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and I generally closed UE4 while doing this to avoid any problems.

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I probably didn't need to, though.

fading quartz
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good tip, will do!

inner linden
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Also save often and always check stuff out if you're working on it ๐Ÿ˜›

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Especially if you're with a team

dusk dove
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the in-editor stuff is very unreliable if you're doing anything more than change + submit

inner linden
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(and conversely check it in too when you're done!)

smoky trench
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if you're going to revert to a previous version of an asset and UE is open, make sure you do it in UE

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otherwise just close UE

dusk dove
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last time I tried to do that the editor just crashed lol

smoky trench
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Move operations you want to be doing in UE

inner linden
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I had a lot of problems reverting assets within UE.

fading quartz
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good tips

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thanks

inner linden
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I can't recall exactly what was causing me problems.

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I just remember that the work around was to close it and revert from p4v

dusk dove
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I'm doing something like this:
check out, modify, move, whatever, submit from the editor
revert, sync from p4v with the editor closed

buoyant ice
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If you have the time and skill to set it up UnrealGameSync it makes it really easy to work with perforce and UE4. It removes any need to mess around in p4v and makes it super clear what branch/version everyone is working on and allows voting for builds and automatic distribution of binaries to artists so they donโ€™t have to compile anything. Just amazing tool. But itโ€™s a bit of brain surgery to get it working with Perforce if you donโ€™t fully understand perforce.

earnest wigeon
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do you use different branch for engine version (for example if you want to build dedicated server from source, you dont want to push that on main branch, because artists will need to rebuild everything for regular engine version)

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so how do you handle different versions, because i want to build dedicated server from source, but i dont want to push project settings on branch, and so on.

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main question is: how do you handle different versions of engine and building dedicated server and not affecting other programmers/artist

proud gust
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Hey guys, question, I devellop kind of long under unreal aswell with bp and normal code, but now I want to make a kind of bigger projekt, that I just that huge that I cant do the lv desing and so on allone. As u allready be able to think, I dont realy know how it work, but I have some questions first, : can we(2 or more) work on the same part of a level at the same time? Because I see its on a server and then if I save something, then they .... would it only take the latest save and the other not? thx for u answers ;D

fiery prism
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split it onto sublevels of a main level

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So you might have MySpecialMap, the main level

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but you can also have MySpecialMap_North and MySpecialMap_South. Or you might opt to do MySpecialMap_Lighting and MySpecialMap_Gameplay

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you can edit these sublevels while being able to see the others, so you don't lose context

proud gust
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Ah ok thx for the answer that means I have to use Spatial?

fiery prism
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Spatial doesn't do that either

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There's no current solution for two people editing the exact same map asset in real time.

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I just told you the next-best workaround.

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Oh, and if you submit a thing before they do, their submission won't go through

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at all. They have to pull your changes, redo theirs, and then submit their changes.

proud gust
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ok thx for the answer, I see a post for a old plugin, that wasnt published and so I think source-control had this within allready

inner linden
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@neat grotto hey just re-read our conversation from almost a year ago at this point and it helped me setup UE4 with Perforce again!

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Just figured I'd drop in another thank you for your time haha!

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Hope all has been well ๐Ÿ˜ƒ

neat grotto
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Hey glad to hear it! ๐Ÿ˜„

inner linden
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Also this might help someone in the future

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Helped me out recently

neat grotto
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@inner linden Nice! That looks quite handy for choosing a hosting provider.

inner linden
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Yeah for sure

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I recently purchased an OVH cloud 5 dollar instance

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but uh... That scaleway...

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Probably gonna migrate over to it next month

neat grotto
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Yeah. Seems too good to be true at that price point. I'm assuming there's a compromise to get it that cheap.

inner linden
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Yeah, there's a good chance there is something fishy

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But that being said it could be a competitive thing

neat grotto
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Might just be more bare bones compared to competitors.

inner linden
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"Bring em in for the 5 dollar tier" but then everything else makes up for it

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Yeah, who knows if their server deployment infrastructure is up to par with the others.

neat grotto
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I still use DigitalOcean and am happy to pay their prices. Love their service.

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Reliable, great dashboard, obvious billing, no upsells.

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Nice documentation too, and even a network of tutorials from both staff and community members.

inner linden
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tbh i use digital ocean tutorials

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all the time

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for various things unrelated to their services

neat grotto
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They have the best server setup tutorials I've found.

inner linden
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yeah half the server related stuff you search leads to a digital ocean thread somewhere

neat grotto
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Totally.

eternal kindle
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I'm getting WSAECONNREFUSED when trying to connect to perforce. I have a Amazon EC2 server, which p4v finds but cannot connect to for some reason. Anyone have knowledge on this specific problem that could help out? Been trying to figure this out for over a week now.

neat grotto
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@eternal kindle That usually means the Perforce server is not running.

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I recommend logging in to your EC2 instance and checking it out.

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If you installed Perforce using apt, there should be a utility called p4dctlthat you can use to check if the service was stopped.

eternal kindle
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I used putty to transfer files to the EC2 exactly like in this tutorial: https://www.youtube.com/watch?v=7eVO0qXC3nk

It says that p4dctl can only be obtained as part of the UNIX package and I have the Windows version. Is this a problem in using p4dctl?

This is just a quick video to go over the first time setup for getting a Perforce Helix server going on an Amazon Web Services EC2 instance. Introduction and...

โ–ถ Play video
jolly fog
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Every time I save my project to my memory stick it takes up more space than it should. E.g. if used space is 4gb and I go into my project and change one detail and then re save to my stick it will go to 8gb. Is this just to make me buy more memory?

weak bay
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Just dont save temporary folders (eg intermediate, vs, saved etc) those are getting more fat by the day. Run your project from hdd/ssd, and not from a stick. That would be self torture.

strong moth
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Whats in you guys' .gitignore file? I'm curious what kind of things are commonly excluded from Unreal/VS projects

weak bay
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binaries, build, vs, intermediate, deriveddatacache, saved you most def don't want those.

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Saved maybe, but not recommended anyways. Since the lot of temp data being placed in there too.

open bone
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ok, I'm really starting to like Plastic

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you can hide changed files (like bins) and it's like plastic ignores them but it doesn't actually

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so you don't have to commit them

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but a build server can

river tinsel
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problem starts when you have literally hunderds of files you want to ignore

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and must add them one by one ๐Ÿ˜„

serene hazel
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Was working over one of the maps in the StarterContent folder and pushed to git without the build data for the Minimal_Default map (using the gitignore from github it excluded it). Now I pulled the project on a different pc and when I ran it, my scene was gone. Did I miss something?

digital light
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Hey guys! For the source control, i need to buy a server to do that right? since there aren't servers that gives enough space for free

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right?

buoyant ice
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@digital light for perforce yeah youโ€™d need to either host on your own machine or rent a vps or dedicated server.

jolly fog
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fi I deleted binaries intermediate etc will anything happen?

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I am not so good with this side of things and am scared to make big errors

remote scroll
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@faint cairn ?

faint cairn
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You asked for "How to work on one project with multiple people" or not?

remote scroll
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Yes

faint cairn
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For that you use Source Control

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So let peeps here help you

remote scroll
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O ok ahh

faint cairn
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In the meantime you can look into "Perforce" and "DigitalOcean"

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Where Perforce is one option for Source Control

remote scroll
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I see

faint cairn
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And DigitalOcean is one option to host a server

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Cause that central data needs to sit somewhere that both you and your friend can access it

remote scroll
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These options are free right?

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Just making sure :/

faint cairn
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Not if you want to host the Server

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That costs ~5$ per month

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You can also host the Server on your own PC but then that one most be online etc. to be accessible by your friend

remote scroll
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Ah.. ill have to think about it then

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Would it be resources heavy to run a server?

faint cairn
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It creates a copy of the project on your PC

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And a copy for each newly submitted file

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The system is used to make sure that you can go back to earlier revisions of files etc.

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You should technically always use it for all of your projects anyway

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Keeps you from losing all files if you are unlucky

remote scroll
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I see

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I deff need to look into it then lol, haven't been using anything like thay

molten marsh
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@jolly fog If your unsure about deleting something. Just move it to your Desktop or another folder elsewhere first. That way you can easily recover it if something goes wrong.

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The Binaries and Intermediate files are all auto generated. Intermediate is safe to delete for the most part. Binaries can be deleted if you are using a C++ build that you can then regenerate them with.

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Binaries and Intermediate files typically should not be added to a Source Control depot

quaint obsidian
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Could someone explain the downsides of Git to me? We've been using it for a large project and would like to be aware of the pitfalls.

earnest wigeon
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should i ignore .dll files for plugins, and how to handle plugins in project? does every PC build plugins for himself or?

quasi frost
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anybody around that can answer a question on the UGS Launcher and using it with Perforce?

quasi frost
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Bah nevermind. I always get tripped up by our multiple p4 server setup

solemn cypress
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what do you guys think is a good source control for large UE4 projects? with lots of blueprints and whatnot. I was thinking of using Git-LFS, but now I'm leaning towards Perforce and using Git for the code

dusk dove
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perforce for the entire project

solemn cypress
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yeah I really think I'm going to go with perforce. Git-LFS is just making things way too time consuming

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I've had problems with Perforce for actual code projects though, the checkout and locking system is worse than SVN from what I've used

dusk dove
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don't use that for code

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just work normally and reconcile source folder when you're ready to submit

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locks are for unmergeable files like uassets

quasi frost
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Why are you locking code files on checkout anyways? They're just text so it's safe to multi checkout and resolve on checkin

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Hah what @dusk dove said basically

runic trail
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is there a guide anywhere on just installing perforce and paying for a server somewhere?

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all i see are like 100 minute long tutorials on setting up location repositories

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like is there anything that i can setup in 10 minutes that just works?

dusk dove
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no

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use the package manager install if you want to run it on a linux server

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lots of ancient tutorials around

runic trail
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i dont care where i run it. I just want to install perforce, buy some space online, and use version control. i dont get why it's so obtuse...lol

dusk dove
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well you kinda set the thing up once and then it runs on its own forever

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except for server/security updates of course

quaint obsidian
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@solemn cypress what problems have you had with git lfs?

carmine walrus
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can I ignore the map builtdata files?

dusk dove
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then everyone has to build their own lightmaps

runic trail
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If I delete something from my project and then sync my project. Will it remove that information from the other peoples computers or will it say that itโ€™s not in the depot for them?

molten marsh
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You need to commit the delete action to the Source Control solution, if its deleted on the SC depot it will get deleted from other peoples machines the next time they sync.

runic trail
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Ok thanks

celest valley
runic trail
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Ty

dusk dove
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that guide is loooooong overdue for an update :v

celest valley
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I used it a couple months ago and it worked perfectly out of the box on the first try, shrugs

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the author allar is in this discord so if you wanna dm him and beg him to update it, I guess you can try that lol

dusk dove
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I'm sure it still works, but it's not the proper way to do it anymore as they offer package based install now which is much simpler and better

vague whale
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i am thinking about squashing my git commit history down to 1 commit to save space with git-lfs on git hub, has anyone tried that before?

noble knoll
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honestly we should just be recomending SVN to noobs

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way easier than perforce and works damn well

kind olive
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Ugh, sorry about the delete.

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If I wanted to keep the main files on the local network but have the whole thing backed up to a cloud server daily is that easier to setup in SVN? In Perforce you have to create checkpoints and it's not straight forward.

noble knoll
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yes

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just commit your project to the svn server every once in a while

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with tortoise-svn, its literally right clicking the folder and selecting "commit"

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and thats it

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thats the biggest strenght of svn. With tortoise svn, even non-technical people can use it

kind olive
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I'll have to look at it more when I have some time in the future. The one time I had to restore from a perforce depot it didn't behave exactly how I had hoped and some of the work had to be recreated. I typically keep a local linux server with my depots and then have that autobacked up offsite daily. I occasionally have internet outages, not often, but I like to keep as much local as possible. I'm physically near one of the main backbone rings and a few large data centers so service is fast as hell even with large backups.

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by local I mean on the network not the workstation

burnt shadow
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Stop using my guide

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Lol

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Its like 4 years old

celest pike
kind olive
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@burnt shadow I used it last year and again this year. Mostly for the TypeMap settings though cause I'm lazy like that.

rotund bobcat
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Anyone know of an easy way to implement git lfs file locking into the editor, we can do it from console already, but that's not very artist friendly ๐Ÿ˜ƒ or will I have to make some sort of plugin

quaint obsidian
rotund bobcat
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cool thanks

hoary pumice
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Can anyone help me to fix this. if I can't fix it it's 3 months of work gone.

dusk dove
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well... did you try what it told you to do?

hoary pumice
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you mean rebuild from source manually?

dusk dove
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open the sln, click build and see what the problem is?

hoary pumice
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If so. No I don't know how to do that. I have visual Studio 2015 but know how to rebuild it. If I click Yes that is what got me the 2nd screen shot.

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trying that now

#

The 4.20.3 UE4 engine is the only engine I've ever ran it on. ( Still loading.)

#

VS2015 is still loading.

#

ok it says Ready. How do I go about rebuilding it properly as it asks to do? will this stop me from being able to load my project in UE4?

dusk dove
#

you right click your project target in the solution explorer and click build

#

then close the error list window and look for errors in the output window

#

then fix the errors

hoary pumice
dusk dove
#

the one under games folder

hoary pumice
#

the Udemy_Classic_01 right directly under games?

dusk dove
#

yes

hoary pumice
#

build or rebuild?

#

Zeblote?

#

it says something about needing update 3. trying that and will try to build again.

#

Zeblote, Thanks for your assistance one this. It's updating to update 3 now for VS2015. Hopefully this works.

#

on this*

hoary pumice
dusk dove
#

close the error list window and look for errors in the output window

hoary pumice
#

code 5?

#

asking me to verify I have sufficient right to run this command.

dusk dove
#

the actual error is this part

#

I haven't seen this error before - I can't tell you what it means

hoary pumice
#

ideas on how to fix it?

dusk dove
#

no

#

why are you using vs 2015 anyway?

#

it's 4 years old now

#

you should be using vs 2017

#

or 2019 with 4.22 in a couple weeks

hoary pumice
#

It's all I have right now... Is there a way to get rid of the c++ code it's trying to load? I didn't mean to click that in my project... I just don't want to lose all my work. about 3 months worth.

dusk dove
#

oh, you don't actually need to use c++?

#

you didn't say that

#

in that case, delete .vs, Binaries, Intermediate, Source folders, delete Project.sln, and remove the "Modules" section from Project.uproject

hoary pumice
#

so the .vs folder ?

dusk dove
#

also delete the VC.db file

hoary pumice
#

the Binaries folder?

#

the Udemy_Classic_01.VC.db file?

#

what about the .sln file?

#

I'm getting the same error asking if I want to rebuild them and it puts the intermediate file back in.

#

and Binaries

#

how do I remove the "modules" section?

#

notepad I'm assuming?

fiery prism
#

Can't promise this is the solution, but if you're following an old tut with new UE4

#

you have to provide a different path to includes, and you should be including far more of what you use.

#

Eg

#

SceneComponent.h becomes Components/SceneComponent.h

#

with a class USceneComponent; in your header (at the top, outside of all classes/structs) and the include in your .cpp

hoary pumice
#

I'm trying to get rid of the C++ stuff from my project it's what is stopping it from loading... I closed it but didn't save it hoping to undo what I clicked... wasn't trying to even use the C++.

#

I don't know enough to fix this... I just don't want to have to start over...

fiery prism
#

If you think C++ is preventing you from loading, and you don't know whether your BP reference anything from your C++..... you're at risk from having to start over anyhow

#

A lot of these aren't hard errors, but they probably aren't covered in a tut

hoary pumice
#

how do I remove the "modules" section correctly as Zeblote stated to do?

fiery prism
#

delete the folder

hoary pumice
#

I have the whole project file backed up so not worried too much about messing it up further.

#

there is no modules folder.

fiery prism
#

oh I see

#

right click the uproject and edit the file from the context menu

#

Its JSON

#

be careful with the syntax, but there's a section on Modules

hoary pumice
#

context menu?

fiery prism
#

When you right click

#

the thing that appears, that's called a context menu

#

Get it?

hoary pumice
#

I understand but what program do I use to edit the uproject file with. notpad? wordpad?

fiery prism
#

notepad

#

anything would actually work

#

uproject isn't actually a different format - the extension just registers to open with UE4

hoary pumice
#

ok this is what I get...

{
"FileVersion": 3,
"EngineAssociation": "4.20",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Udemy_Classic_01",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
]
}

fiery prism
#

its actually a text file

hoary pumice
#

how much of what do I delete?

#

I see modules

fiery prism
#
{
    "FileVersion": 3,
    "EngineAssociation": "4.20",
    "Category": "",
    "Description": ""
}```
#

Here you are, this should work

#

So the trick here is....

hoary pumice
#

so keep everything above the } description section...

fiery prism
#

you wanna find the enclosing brace (its a square brace)

#

A potential snag is that there is a nested [ ] within it

#

but if you keep count of opening and closing symbols you'll be alright.

#

any case.... your sentance doesn't make sense so I think you misunderstand the actual transformation I did.

hoary pumice
#

so it should look like this

{
"FileVersion": 3,
"EngineAssociation": "4.20",
"Category": "",
"Description": ""
}

#

no comma after "Description":""

#

, represents that something else follows... correct?

#

I think it's loading...

#

Thank you ImmutableLambda and Zeblote so much!!! How do I make sure that when I resave this again that the same thing doesn't happen all over again... anything I need to look for or should this have fixed it 100%? It is loaded in UE4 and everything appears to be in there.

full horizon
#

hey mates, have somebody using Git control version on UE ?... i donยดt know why but my classes are not commitables... is this expected ?

#

i have checked on github, all my maps, textures, materials and models are there, but not my cpp classes

rotund bobcat
#

did you maybe add *.cpp to your gitignore file by accident

#

would be weird though

rotund bobcat
#

So, I'm trying to lock a file but it says the repo/info/lfs/locks does not exist, because well it doesn't

#

how can I make file locking work then

#

we're using bitbucket btw

rotund bobcat
#

pls help

haughty ember
#

perforce

toxic spoke
#

Anyone in here using Git LFS 2.0 file locking with their UE4 project?

toxic spoke
#

@full horizon Did you determine what happened with your Git setup?

full horizon
#

Yes i fixed, but im not using internal source control of unreal, I'm using github, there i can commit cpp ๐Ÿ‘Œ

rotund bobcat
#

perforce is expensive as shit though

full horizon
#

Yes, too expensive, non accessible for mortal like me too ๐Ÿ˜ฌ

dusk dove
#

you can use it for free with 5 users

toxic spoke
#

Perforce's streams are messy in comparison to Git branches, in particular when merging back

#

Hence why so many Perforce users don't use them, or use them well

#

My team really wanted to make it work, but trying to use Perforce in the feature branch style of something like Git Flow was just painful.

#

Git and LFS was a game changer for the team. We all had good Git knowledge from our day jobs, but LFS really took care of the main sticking point for us. Git is not good with binary data.

toxic spoke
#

We first made use of Github, but the cost of LFS on that platform was prohibitive as they charge ( or at least did ) for not only the LFS storage, but the bandwidth to access it. We ended up choosing Visual Studio Team Services ( VSTS ), as it offered a good task/ticket system ( similar enough to JIRA ), but also unlimited free private Git Repos with full LFS 2.x support. VSTS also offered continuous integration, and good ties into Jenkins. Overall it was a win for us compared to other offerings.

fresh trout
#

Is perforce the most widely used version control for UE projects? I've plenty of git experience but zero experience with perforce, is it similar?

fresh trout
#

Also, does anyone have any recommendations on where to host the perforce server on a low budget?

dusk dove
#

linode works very well for us

#

reasonably fast and with daily backups

#

you can also host it locally on a spare pc or something like that

fresh trout
#

Thanks I'll check linode out

dusk dove
#

p4d requires basically no resources, so the only thing you need to look for is the disk space to store your depot

toxic spoke
#

@fresh trout do you or your group have server admin experience? There are other companies that offer more turnkey solutions for Perforce if you want an easier solution. ( they may cost more )

fresh trout
#

I'm working on a project alone, I had a bit of an issue yesterday which corrupted one of my blueprints so thought now would be a good time to get version control in place. Ideally I wouldn't have to manage any servers, I didn't realise I would with perforce until looking into it tonight which is putting me off, I'm still deciding whether to use it not or just throw it on github and call it a day.

dusk dove
#

for working alone git is probably the better option

#

the main reason to use perforce with unreal is fast locks for binary files when working with multiple users

toxic spoke
#

While Git LFS 2.x has file locking, it is something "you" need to do yourself.

#

Perforce is more direct about it by default

dusk dove
#

well we tried lfs file locks and it was slow as hell

toxic spoke
#

Hmm I use them all day, haven't noticed any speed issues at all.

dusk dove
#

like, actual minutes to move a small folder in unreal

#

because the thing would be sitting there for 5+ seconds on every single lfs action

toxic spoke
#

Hmm something seems wrong then, never had any performance issues at all with LFS file locking

#

Haha I see your comment from april 2018

toxic spoke
#

I will look at timing my locks this weekend

quaint obsidian
#

We're using git for a 100 person entirely remote team!

#

Works pretty well

#

We've forked LFS to multithread locks

#

and we've made numerous improvements to our routing/networking which makes git scale a lot better

dusk dove
#

you mean "works so badly we had to go out of our way and modify it"

quaint obsidian
#

it's kinda rude to put words in someone's mouth

#

no, i meant exactly what i said

#

I'm sorry you couldn't get it working

mental jewel
#

Hey all, me and a friend are currently teamviewering my pc to work on our project but was wondering if there was something where he can access and work on the game from his own pc and when he saves or updates the game it will mine too can someone help

faint cairn
#

Yeah, you basically setup a, for example, Perforce Server on a Digital Ocean Droplet (5$ a month) and both of you can connect to it and sync the files @mental jewel

mental jewel
#

Thanks @faint cairn could you explain more if i was to purchase a server on digital ocean what would we have to do to get the files? From mine to his

faint cairn
#

There are tutorials, specially for UE4, Perforce and DigitalOcean if you google a bit

#

Usually the top most result by Allar

#

That should get you going

broken loom
#

So we need two branches in perforce, a development branch and a release branch. Does UE4 support this? Can it switch between them without needing two copies of the project?

burnt shadow
#

Can we stop promoting my perforce guide

fiery prism
#

update it, if you're so self concious Kappa

dusk dove
#

update it but the update just deletes the guide

broken loom
#

Or just delete it ๐Ÿ˜‰

#

No definitely update it

fiery prism
#

I could see him making a new one, but people still just use the old one

fresh trout
#

When importing an asset such as a texture, this creates a uasset file in the Content directory, however the original texture file (jpg/png) is not added to the Content directory, do I need to also copy the original texture to the Content directory for things to work as expected for other developers checking out the project?

#

I ask because if I open the texture asset from the content browser I can see the source file pointing to a location on my machine which won't exist on other developers machines.

toxic spoke
#

@quaint obsidian Your fork of Git LFS, are you going to be pushing that back to the project?

quaint obsidian
#

we're already talking to git LFS about it

#

but we are actually making a refactoring of git LFS too which might be a candidate for 3.0.0

toxic spoke
#

@quaint obsidian Nice! Good luck!

quaint obsidian
#

I'm really glad open source allows us to rapidly iterate on this stuff and share the benefits with the community

toxic spoke
#

@quaint obsidian With your multithreaded locks, how much of a performance increase did you see with locking. Some people have seen upwards of 3 to 5 seconds per lock. I think I sit at maybe 1 second + or so ( killer network and box ).

quaint obsidian
#

well of course it would have the same time per lock, it's just improving the times where many are (un)locked at once

#

we saw 1000 locks take 39 seconds

#

instead of 4 hours

runic trail
#

my blueprints aren't syncing on perforce correctly. It only seems to save like half of the things i do to them. Like if i change a default value of a variable and then submit it, perforce says it's successful. But then i get latest and it doesn't save the change.

molten marsh
#

You shouldnt need to do a GetLatest if you were the one that committed those changes, you would already have them locally. Sounds like your either not submitting correctly (which means when you GetLatest your getting an older version) or the asset isnt saving properly.

runic trail
#

I'm submitting by pressing Submit to Source Control in the editor

#

if that's not the right way idk waht is...lol

molten marsh
#

Typically i submit through perforce, so that i can check the changelist itself before doing so to make sure that i havent missed anything or am checking in something i dont want to in that changelist.

#

I recommend that you try this as well, verify your submit in Perforce and make sure its committing what you want committed.

runic trail
#

Ok so I'm going to check it out. Change a default variable type. Compile and Save. Go back to the P4V and submit it. Press Submit. that asset is showing up in the change list

#

Submitted Change. 1 File edited

#

sync in UE4

#

crashes my editor lol

#

but when i open it does have the change

molten marsh
#

Sync from P4V

#

Dont sync from the Editor

runic trail
#

Get Latest?

molten marsh
#

Yes

runic trail
#

ok

toxic spoke
#

@quaint obsidian Great to hear

molten marsh
#

@runic trail You dont need to do a GetLatest every time you commit something. Usually what i do is a GetLatest every morning before i open the Editor to start work.

runic trail
#

yeah i'm just trying to help my friend

#

he did get latest

#

and it gave him 50 compile errors that i dont get

#

he's joining the project

#

so we'll be good

#

thanks for your help

molten marsh
#

Well sounds like someone hasnt committed something that is a dependency of something else that has been.

runic trail
#

nah, it was literally his first every load of the project

#

and i have nothing checked out

#

ue4 just didnt save everything

#

gotta do perforce

quaint obsidian
#

we use google cloud storage

quaint obsidian
#

we used gitlab self hosted and used LFS cloud storage in the gitlab config

neat grotto
#

Out of curiosity: does anyone here version packaged builds of their game? If so, do you version them along with your project files or separately?

quaint obsidian
#

built versions of our game are commit artifacts

toxic spoke
#

@jolly fog Perforce has a -N option that allows you to dictate the maximum number of revisions for a file type if I recall. So perhaps for .psd files, you could set that to 20 or some value you are comfortable with to help keep the size of the repo in check. I am not a perforce super user, but I do remember that particular feature.

#

@jolly fog I personally use VSTS ( now know as Azure DevOps ) for my project. Unlimited free private Git Repos with LFS. It has been amazing.

#

@jolly fog Yes, no storage limits.

#

I have been using it for years, and have a good sized project. With the LFS storage alone I have to be easily over 50GB of use already. I would caution about putting certain things into source control. For example, if I was in your situation where I bought an art pack for use, unless I modified the art pack itself, I wouldn't put it in source control.

#

As it can be re-downloaded easily.

#

These are good for starting out on the right foot with Git with an UE4 project.

#

@jolly fog I am assuming so. Obviously if they feel differently they will contact you. I do know some people tried to ruin it for everyone by putting tv shows and movies in their repos.

#

There are alot of added things that would be common for a developer

#

@jolly fog Game development is managed complexity ๐Ÿ˜‰

#

I would recommend having a batch script that helps setup new machines. How large is your project people wise?

#

@jolly fog Because VSTS is free for 5 people or less

#

Ok

#

Azure DevOps does cost after 5, but it isn't too crazy. I know a few teams that "share" accounts amongst their people ( team of 11 ), and they found a way to make it work.

#

@jolly fog Sure thing, glad to help. It can be tough to know what is out there, let alone have any history with those offerings.

#

@jolly fog Our project used to be self stored on my own hardware via Perforce, and Dynamic DNS. It was "ok" but Perforce branching was something that lacked alot of what we liked about Git. There were some limitations for the free Perforce setup as well. We moved to Github, but we also had issues with binary data, so when LFS on Github was announced we jumped on it. Due to them charging not only for storage but for bandwidth, 4 fresh clones and we were out of bandwidth for the month, that wasn't sustainable cost wise.

#

So I looked into VSTS

#

Currently we are integrating Jenkins into our VSTS setup, so we can have automated builds for iOS and Android.

#

@jolly fog Some are, but they usually throttle after some threshold.

#

ah

dusk dove
#

where did you find a provider with a sensible $5/TB bandwidth rate?

#

I was randomly looking at the google cloud storage thing someone mentioned above and their bandwidth is $100/TB lol

toxic spoke
#

I have had to start looking into CDN's, found a couple good ones. Our goal is to make sure our game is downloadable over the air without wifi, then trigger CDN pulls based on what section of the game you are in. Segmented to use as little as possible from the CDN for those who download the game to try it and leave.

dusk dove
#

did you find any CDN providers without the insane 10x "enterprise" markup?

#

like you'd get on azure or aws or google

toxic spoke
#

Edge Delivery 200 was the one I was looking at, 10TB for $200

#

The big thing is the distributed setup, so that no single point is the only point of relay

#

Meaning the guy in Ireland downloading is getting from a different point than the guy in California

dusk dove
#

interesting

toxic spoke
#

Do it yourself off Amazon S3 is INSANELY expensive

dusk dove
#

aws = amazon web scam

toxic spoke
#

Exactly

#

Comes out to something like $8 per GB

#

When all is taken into consideration

#

Highway robbery

dusk dove
#

it's not that bad

#

but it's something like $80/TB

#

which is insane

toxic spoke
#

I am talking with multizone CDN style handling, just straight standard S3 is closer to what you stated, it gets crazy the instant you need to do multizone

#

You get charged for interzone traffic

#

it is gross. I sat with an AWS rep to go over the CDN delivery setup

#

Makes StackPath's offering look super cheap

river tinsel
#

p4

#

git lfs

#

at cxurrent stage

#

is just not worth it

#

it is slow as fuck

#

doesn't handle exclusive checkouts automatically in unreal

#

and every modification of file while under control of git lfs in unreal takes ages

#

p4 protocol is chatty as fuck

#

but it's still light years faster than git lfs

toxic spoke
#

@river tinsel haven't had any issues with Git LFS currently. Fairly large project, makes use of Git LFS for a ton of data. Who was back ending your LFS data?

river tinsel
#

@toxic spoke tried azure devops, and self hosted

toxic spoke
#

@river tinsel I am currently on Azure DevOps, the speed for LFS has been fast ( file locking less so, but not as bad as some users have experienced ).

#

All .uassets are under LFS as well all other binary data. Our project is pretty large, and LFS has been smooth.

#

Then again we don't have artists putting 300MB ZBrush files into it. Most of our file sizes are below 30MB, the majority much smaller obviously

toxic spoke
#

That "shouldn't" be a problem. I have a few files of that size I am sure.

#

I will say this, alot of people don't keep in mind their connection speed between their Git and LFS server and them. I ran into this with a few VPS back in the day when I realized all of them were limiting my speed. I was getting 2MB to 4MB per second from them. It was horrible... Even Github I find to be pretty slow. Our VSTS/Azure DevOps connection seems to be much faster in general.

#

It may take a few moments to push my changes back to origin and LFS, but I generally have other things I can start doing, so I am not sitting there with a stop watch ๐Ÿ˜ƒ

dusk dove
#

very expensive with over 5 users

#

isn't it something like $500/user/year above that?

toxic spoke
#

@jolly fog My issue with Perforce is the following:
I didn't like the whole stream branches workflow, especially when merging back. It would stomp my commits back down and not have the history of the commits from the feature style branch. This got worse when there was more then one developer actively working on the project.
The next issues was that the cost of Perforce was expensive if you couldn't fit into their free tier, which was becoming very difficult.

#

@dusk dove Perforce?

dusk dove
#

yes

toxic spoke
#

Yea, Perforce gets nutty quick

#

After working with git for so long, it is hard to imagine not having great branching/merging tools

#

Tools like GitKraken super simplify Git as well.

#

Git bash is totally good ๐Ÿ˜‰

dusk dove
#

too bad gitkraken absolutely dies with unreal engine

toxic spoke
#

@dusk dove What do you mean? Me and my team use it with UE4 all the time, on a fairly large scale project.

#

Is there something particular?

dusk dove
#

when you try using it for the engine itself, it shows tens of thousands of modified files that should be ignored

toxic spoke
#

Hmm we haven't run into that, then again we are pretty specific on our .gitignore file construction

dusk dove
#

you made a custom gitignore for the engine folder?

toxic spoke
#

So you are getting false positives?

dusk dove
#

yeah it seems to fail with the inverse gitignore that unreal is using

toxic spoke
#

hmm we haven't seen that at all so far, then again we only just recently ( like 3 months ) started handling the engine on our side

dusk dove
#

maybe they finally fixed it then br_animated_thinking

toxic spoke
dusk dove
#

when I reported the bug like 2 years ago, they said they could reproduce it and were gonna fix it, and then nothing

toxic spoke
#

That is our primary .gitignore don't think there is much magic in there

dusk dove
#

this is for a project folder right?

toxic spoke
#

Fortran module files

*.mod

#

hehe wtf ๐Ÿ˜‰

#

yes this is the base

dusk dove
#

we had something like this at first but it was causing problems with it ignoring all binaries

#

so you can't keep a .lib/.dll of some external library around

toxic spoke
#

If we need something we should have the source

#

If we run into something where we have a precompiled lib that we don't have source we will amend

dusk dove
#

of course, but it's convenient to not have to build the lib manually

#

๐Ÿค”

toxic spoke
#

We wanted to make sure that if something could be recompiled that it would be as part of the process.

#

So when we were using Amazon Game Sparks, we had the source for the SDK which we would compile on our own.

#

If we had been handed precompiled libs, then we would have made an amendment to the .gitignore and called it a day

#

It is nice to know if something that was done in someone's setup / branch caused issues beyond their intent, or if there is something wrong with the developers dev environment. Sorta like a canary in a coal mine.

#

Call me old fashioned that way ๐Ÿ˜‰

quaint obsidian
#

For git, we use submodules for plugins and binaries so that dirty changes to the submodules made by programmers can be ignored but artists can still pull binaries from the submodules

#

the engine is using a custom tool of ours, ue4versionator, which automatically downloads an installed build of our custom engine on checkout

#

the engine version is in source control, within the uproject file

toxic spoke
#

submodules are something I haven't gone too deep into "yet"

#

@quaint obsidian do you use a Gitflow style of branch development?

quaint obsidian
#

Only required for programmers! We have a single branch for artists, but they can optionally do feature branches. Some do for some breaking art changes, like rigging changes. But for the most part, artists are more used to Perforce and using a single stream. So, we accomodated that workflow within git and they all work on the same branch. It works pretty well because they aren't touching each other's stuff and nothing breaks.

#

Then, we have a development branch for programmers to create feature branches off of. These are merged after a certain level of quality and inspection.

#

Finally, we have a master branch that is our development game builds. The content branch and development branch are merged into here weekly.

toxic spoke
#

@quaint obsidian I have setup something akin that in the past

quaint obsidian
#

Content branch gets merged into development branch daily.

#

Master branch merges into content branch when the master branch updates.

#

This is automated using our CI, which does these repo maintenance tasks based on checks and build passing or not.

toxic spoke
#

@quaint obsidian I am assuming you have a CI setup?

#

Ah you just mentioned it ๐Ÿ˜‰

#

Do you use Jenkins or Azure DevOps?

quaint obsidian
#

Our engine build is also CI, but manually run. It automatically deploys to Google Cloud so ue4versionator can access it and appropriately updates the uproject in the development branch with the new version..

#

We use GitLab.

#

Our own physical servers for CI.

toxic spoke
#

We are setting up Jenkins on our end ( our Jenkins guy does the Jenkins work at his day job ). He is having a hell of a time figuring out the Unreal Build Tool for some reason, he feels he can't find adequate information

quaint obsidian
#

We might be switching to DevOps for CI

#

because they have free Windows builds

toxic spoke
#

We are using DevOps for Git and Git LFS and project management. We will continue to use Jenkins and hook it up to Azure DevOps. The one area we need to look at closer is what Azure DevOps Pipelines would give us that Jenkins itself doesn't already do.

#

@quaint obsidian Thanks for that link, he should find it useful. @jolly fog haha

#

We currently build only for iOS and Android, as our game is mobile only. For our build hardware, the iOS jobs go to my old POS Mac Mini 2011, while the Android build goes to whatever windows machine is currently available.

#

How do you like it?

quaint obsidian
#

Oh it's wonderful!

#

Our artists love it for pretty much everything

toxic spoke
#

Have you seen any performance issues?

#

I am about to sit down and write something for set dressing our backgrounds that was going to be guided, but I was looking at this and thinking I may save time using something like this.

quaint obsidian
#

We haven't noticed any performance issues from Prefabricator itself, but we don't use it extensively. Just use it mostly as a placement tool for our modular assets. We haven't looked into using the random generation or runtime placement features.

#

The only performance impact has been from the many drawcalls, but that'll be solved in 4.22 :)

toxic spoke
#

Yea that new Mesh handling is looking sexy... hope 4.22 drops soon ( was supposed to be this week )

#

Figured it would have been today

#

The amount of runtime use would be "minor" ( the cost can be soaked in loading for the next "room" ) and is probably less then 50 shapes as a whole

quaint obsidian
#

I would suspect it to be wednesday, thursday

toxic spoke
#

@quaint obsidian Tell you what, if it is Wednesday @jolly fog will go and use Perforce, if it is Thursday he will go use Git on Azure Dev Ops ๐Ÿ˜ƒ

quaint obsidian
#

no use dropbox

toxic spoke
#

RCS

quaint obsidian
toxic spoke
#

Oh yea, DropBox

#

Git with Git LFS

#

Just accept your destiny ๐Ÿ˜‰

blazing quail
#

I also use Azure DevOps(VSTS) with git/git lfs for many years, And I didn't push engine & game binary to git repo, instead, I setup azure pipeline for engine code and game code. When someone modify the code, it will generate precompiled binary. After that, push it to Azure Artifacts(Nuget) or local nuget server, then push a git tag with current build revision. So when other people(ex: designer or artist) pull repository, git will trigger post-checkout and install those precompiled binary from Nuget server.

covert fern
#

is anyone using Azure Devops/VSTS getting 503 errors?

molten marsh
#

Literally the guy above you said he does

covert fern
#

that was yesterday

#

he probably isn't on right now

molten marsh
#

@ him?

covert fern
#

@blazing quail hey are you getting any 503 errors w/ VSTS

blazing quail
#

no, I didn't get any errors

covert fern
#

ok well i think something's wrong with my internet

toxic spoke
#

Let me check

covert fern
#

@toxic spoke lmk

toxic spoke
#

what does that mean?

#

I am not seeing any 503's

covert fern
#

ok

toxic spoke
#

@covert fern You still seeing 503's?

covert fern
#

Yeah

toxic spoke
#

Are you using a VPN?

covert fern
#

Only when I push

#

I think so

toxic spoke
#

Hmm maybe turn off the VPN?

covert fern
#

But it's a hardware one for our whole network

toxic spoke
#

Also you using Git

#

Ah

covert fern
#

Yeah

#

But it worked fine earlier

#

Literally 2 days ago

toxic spoke
#

Hmm maybe heck the logs on the VPN, and see if there are some errors

covert fern
#

Not sure if I can but I'll see

toxic spoke
#

Also are you using GitKraken? or just the shell

covert fern
#

I'm using Sourcetree

#

But when I use Bash it fails anyway

toxic spoke
#

hmm

#

wierd

tight mountain
#

Got a question, i have my example project(-starter content) on my GIT repo, everything is good. But ive made modifications to my map by messing with lighting, and i want to undo my changes but git isnt showing the file as changed even though ive saved it many times after making changes. Whats going on?

quaint obsidian
#

you need to commit the map each time you want to save your changes

tight mountain
#

How? Git doesnt show it as having changed

#

Thats my problem, the file isnt coming up as changed in Sourcetree or git bash

#

Nevermind, as i typed that i was like you know what...ive had sourcetree be stupid at work i wonder what happens if i restart it

vital sage
#

Hello hello,

Our team has been using source control (perforce) for our UE project for a couple years. We have to build custom version of the engine for game console support and we do it on both of our systems to keep things in parity. Does anyone know of a simple way to share a single custom engine builds to multiple team members? As of 4.19 there is unreal game sync (UGS) but we are not really sure if it does this, and that's after reading the doc. Anyone have experience in this department and willing to shed some light on things?

blazing quail
#

UGS is intend for distribute engine & game binary to non-programmer, you will need put your game project beside {EngineRoot}/Engine folder(ex: {EngineRoot}/YourGameProject), setup different p4 stream and UGS meta server, then use BuildGraph to generate & submit precompile binary to perforce. You may need to setup jenkins to check if there has any code change(p4 submit) periodically. After that it will do the job well.
here is official document: https://docs.unrealengine.com/en-us/Programming/Deployment/UnrealGameSync/QuickStart

abstract pumice
#

Years ago, one of our programmers just made a quick script that is launched from a perforce tool. It just looks to a build server based on project name and pulls binaries. You sync by just right clicking in perforce and clicking the tool. Haven't experienced anything better and took a couple hours to make (we already have a build server)

shy grotto
#

Hey. Does anyone know where the setting is to stop the 'Collections' and 'Developers' folders from being generated in the 'Content' folder? Some googling suggests that it's related to source control but i'm not using the editor source control and yet they are still being created. This is with 4.16 but it persists right through to 4.22 if that's the version the project was originally created in.

broken loom
#

Is there a way to git cherry-pick and have it show up in commit history

#

It will be extremely difficult to know what commits we bought over without it

#

Think I have to do the merge manually and push it

quaint obsidian
#

What do you mean by that? A cherry pick will add the commit, so it will be in the commit history

crisp rapids
#

Hello! I have a project in perforce with my team but we have a problem. Art assets have a source file, for which of us the path is relative and for other the path is absolute. I want everyone to have a relative path, can you help me.

pine mica
#

Hey! Has anyone here tried the new Multi User Editing for 4.22?

#

How does it work? Do all users need to be on the same network? Does all users need to have the repo locally before being able to connect?

neat grotto
broken loom
#

I especially want designers to change it to Revert Unchanged Files

broken loom
#

Here's the million dollar question. How can we make perforce error when an artist tries to push a redirector. Without having then set p4 ignore

wanton kite
#

Hey guys, anyone around who can help me with perforce?

robust jacinth
#

@broken loom Why would you want to disallow redirectors being checked in?

broken loom
#

So they fix them before pushing

#

@robust jacinth

#

I know there is still the case of something checked out

robust jacinth
#

That's not always feasible though.

#

Yeah

broken loom
#

That they can't fix

robust jacinth
#

It is possible to do this, but it won't be trivial.

#

There are programmable hooks for Perforce. For example, we can't submit a changelist without a #jira tag in the description.

#

Or during hardlock, can't submit without certain tags that identify a person with the authority to okay the submission.

#

I don't know if they're all server side or some client side.

broken loom
#

@robust jacinth we decided to really clamp down instead ๐Ÿ˜†

#

Set clear guides/rules, make sure they all apply the p4ignore and understand how to handle redirectors etc. It was a bit over the place before

#

Now when you enter our server all you see is a lobby and a channel containing just the doc with the rules and required reading

#

Will see how it goes

#

Just have to put on my dictator hat when they inevitably break something ๐Ÿคญ

broken loom
#

@fast yoke very much in the wrong channel here ..

fast yoke
#

Oh sorry, I will delete it. Can you tell me where should I post it?

cold siren
#

whats happening with github again? im getting lot of mail about im auto subscribed for cloned ue4 repos ^^

tired mango
#

Same. Got like 4 this morning. Ppl are trolling I think

quasi frost
#

hah same, I dont use GitHub a whole bunch so I was confused on those emails as well

glass stream
#

@cold siren We're working on a resolution, apologies for the spam!

cold siren
#

great :)
dont worry i can delete those mails, just mentioned here in case was not noticed by the staff ๐Ÿ˜‰

quasi frost
#

Just got back to this, anybody able to login to Github? I tried to sign in from the main page but Im just getting the Unicorn

glass stream
#

@quasi frost A fix has been implemented for the mass subscription of new forks

#

The Github login issue has been reported as a separate problem, but I would try nonetheless. If you go straight to https://github.com/epicgames (for example) you shouldn't see that issue

quasi frost
#

@glass stream Yeah I ended up going that route. Thanks for the heads up!

proud gust
#

Does anyone know how MultiUser work, because if my friends would like to join the server they just cant.... we arent in the same network the Adress is also right, and we dont know whats wrong does anyone has experience with that allready and could say me the sollution or if you have the same problem?

dusk dove
scenic horizon
#

@proud gust You have to do it over LAN unfortunately. I think software like Hamachi might work as well, but I haven't been able to get that working properly myself.

scenic horizon
#

So I'm using Perforce with my project - do I need to run the project from the Perforce workspace folder (C:\Users\Me\Perforce\MyProject\MyProject) or can I just run it out of the epic games launcher?

smoky trench
#

Doesn't really matter, launcher will just be loading that same path anyway

scenic horizon
#

Got it, thanks!

scenic horizon
#

On a different note: as mentioned, I've got my project synced with Perforce. Is there a way to exclude the Saved folder from the depot but keep the rest of the folders in the project?

dusk dove
#

set up a p4ignore

molten marsh
#

Dont forget to setup a typemap file either

scenic horizon
#

Okay, I set up the typemap file and created a p4ignore file, but it doesn't seem to be working properly. The workspace path is C:/Users/MyUsername/Perforce/MyProject/MyProject/ (this is the UE4 project folder). I created the p4ignore in the first MyProject folder (I believe this is the workspace folder?) and inside it is this: MyProject/Saved/**. I opened CMD and typed in p4 set P4IGNORE=.p4ignore and added it to the depot and workspace. I typed p4 ignores into CMD, but it only lists .p4root twice, no mention of the Saved folder. I'm probably doing this way wrong but any ideas?

molten marsh
#

You need to set the P4IGNORE to the actual ignore file

#

p4 set P4IGNORE=.p4ignore wont be valid at all

#

P4IGNORE=F:\UnrealEngine\General.p4ignore

#

Thats my ignore for example

#

Remember, P4Ignore files are set Client Side. Typemap is set Serverside

dusk dove
#

no his is correct

#

it doesn't need an absolute path

molten marsh
#

Are you sure?

#

That doesnt make any sense. How does it know to resolve it?

dusk dove
#

yes, we've been using it like that for a while

molten marsh
#

What if you have multiple .p4ignores

dusk dove
#

good question, never tried

molten marsh
#

Mmm doesnt seem safe to me... lol

dusk dove
#

presumably it uses the one in the more related folder

molten marsh
#

Absolutes are much better IMO

scenic horizon
#

I'll try using an absolute path and see if that works, thanks!

dusk dove
#

I avoid absolute paths wherever possible

#

makes it much easier to make scripts in the project work for everyone

molten marsh
#

Sure for a larger team i guess your right.

scenic horizon
#

Welp the absolute path worked

#

Thanks!

dusk dove
#

maybe your file is outside the workspace folder then

scenic horizon
#

It shouldn't be but this is my first time using Perforce, there's a pretty fair chance I did something wrong lol

molten marsh
#

๐Ÿคท

dusk dove
#

it's incredibly br_big_brain that this command is needed at all instead of it simply defaulting to .p4ignore

#

then it would just work like .gitignore does

molten marsh
#

Yeah probably just legacy like everything else and never been updated to something better lol

proud gust
#

Does anyone know if there is a option to make MultiUser work without Lan I mean with Server ip or so?

quaint obsidian
#

no, you can use a VPN

proud gust
#

sry if I ask but I think u know more about that then me.... I know what a vpn is and I have pysphon installed at my own, but how should that help me?

wanton fractal
#

Hiya folks, noob question here... I just setup perforce, and when I open my project from perforce, it created a second entry in my UE4 Launcher. Should I be opening the .uproject file from perforce like that, or from the launcher? If I open from the launcher, which copy of the project do I open? My original is located where the project files are, but the new project file in the UE4 launcher says it's located in the perforce directory.... on my C drive, even tho I put the Workspace location on my D drive?? And I navigated there... it's a streamsdepot folder that looks like it's holding all the data? I also want that to live on my D drive lol... so confusing

quaint obsidian
#

@proud gust VPN emulates a local network over the public net

#

you can use ZeroTier One for your team

proud gust
#

@quaint obsidian ok thx firstafull if I have any further questions I come back here ;D but thx for the moment I look on this and try to work with that, thx ;D

wanton fractal
#

Ok nvm the second half of my question... I'll deal with directory location later, it looks like it doesn't take up any size, really

#

but should I be opening the project file located in my Streamdepot or the project file where I originally created my project?

#

project on the left is the one I originally created, project on the right is what showed up when I opened the project through perforce and did some changes, checked out and committed...

proud gust
#

@quaint obsidian I just have to create a local lan right?

quaint obsidian
#

yes a network

#

if youre using zerotier one

proud gust
#

Do you have anything for windows(10) because zerotier wont start on my pc...

quaint obsidian
#

i use it on windows 10

fringe abyss
#

Does anyone know a good tutorial, or tutorial document that teaches how to host multiple ue4 projects on your own p4 server (in this case my own computer), and how clients can switch between each project on their client p4 app

kind olive
#

I usually just make a file in notepad++ and rename it .p4ignore and then set it to that from the visual client.

#

err scroll, was reading old stuff , I guess.

fringe abyss
#

lol

kind olive
#

You can use a single workspace for multiple projects, but I usually make one for each. When you connect it will ask you what workspace and depot to use. I think you can use a single depot for multiple projects too, but I've been making a separate one for each. The client app also asks what workspace to use when you connect and there's a drop down menu to switch.

rugged rock
#

Good afternoon everyone! Does anyone have a moment to help me with GitHub? I created a repository on GitHub.com, I'm trying to connect my existing game to it. But I can't seem to figure out how to do so and I can't find any tutorials that show how to add an existing project to a GitHub repository.

kind geode
#

@rugged rock you would need to clone the repository onto your hard drive (using github desktop app, or git command line or a gui client), copy your project files into there, then add those files and commit to your local repo (excluding intermediate and saved folders - Google for gitignore UE4 setup), then push to the remote repo.

#

You can also clone the repo directly into the current project folder if the repo is empty, then you can skip the copy step.

#

Bear in mind that this may be slow for large content files- consider enabling git LFS to deal with large binary files in a cleaner way (but I think this costs money on github?)

quaint obsidian
#

note that it is free on GitLab

#

but their repos have a limit of 10GB

finite axle
#

Anyone use gitkraken? I can't seem to get the LFS button to appear below gitflow, works fine on sourcetree so I know I have git with lfs installed

finite axle
#

fixed

rugged rock
#

@kind geode Thanks! I got it up and running. It appeared as though the issue I had was UE4 had a Repo in it's own folder (where my project was) while the local repository for the remote was in the GitHub folder. By moving my project to the GitHub folder, it began working smoothly - Thanks for your response!

#

Also, I did have to use LFS, but that wasn't anything more than installing it which only took ~10 seconds.

scenic horizon
#

So I restarted my PC and now have no idea how to get my Perforce server running again. I tried running p4d.exe but it closes immediately. I checked task manager for the Perforce service and it's not running, but if I try running it, it stops immediately. Any ideas?

indigo relic
#

uhh so I cloned the release branch, but it is taking forever to download

#

last time I downloaded the source in a zip file and then built my own repo, if I clone the release does it need to get every commit or something?

coral shell
#

@indigo relic iirc if you're using git, yes it fetches every commit on the branches that you're pulling.

#

no idea about the other ones

rotund bobcat
#

do you guys ignore dlls and libs in your repo or not?

vocal moat
#

1:18 PM] DamirH: Anyone had the pleasure of 4.22 crashing every time y ou use "Update / Sync Workspace" ?

#

With PlasticSCM

#

@rotund bobcat - The develop ones, no, the debug ones, yes. Need them in the repo so that artists etc. can open the project without compiling it

rotund bobcat
#

I have Plugins/Runtime/*/Intermediate/* in my gitignore but it's adding D:\BlackLegend\Plugins\Runtime\Substance\Intermediate\Build\Win64\UE4\Inc\SubstanceCore\SubstanceCore.init.gen.cpp to my staging area

#

why?

rotund bobcat
#

nvm think it was still tracked from previous commits

fading totem
#

hey guys, I'm trying to use git which has always worked for me, but I'm unable to push a the repository to github now that the project sizes are around 5GB. After having to wait half an hour each time, Git tells me that my files exceed the limit of 100MB, but I've checked and I've removed all the files that are close to 100MB, but it still gives me this notification. How can I fix this? what would be the best way to have source control on large files?

vague whale
#

i am starting to think git is not the best thing to use my .git directory is 170gb

fading totem
#

That's impressive, how did you even manage to get so much

quaint obsidian
#

your .git folder shouldn't be 170gb if you use LFS

#

it has pruning

#

@fading totem you have to make sure that those 100MB files are not in the history (in any commits)

fading totem
#

Can I just delete whatever is in the history?

#

I'll give that a try

smoky trench
#

Pruning isn't automatic tho @quaint obsidian so it's easy to get it out of control

quaint obsidian
#

you can easily add it as a git hook

smoky trench
#

Absolutely, but an additional step that isn't normally considered

quaint obsidian
#

I guess, but I just see it as a setup of the tool, just like you would need to set up any other tool

smoky trench
#

Great for coders but for non technically savy developers this is a hurdle that wouldn't be obvious

lavish blaze
#

Is it possible to have unreal handle multiple repositories in the same project?

My team and I do a lot of projects in unreal and want to have a central project to store our content which we share across projects (vehicles, people, blueprints, editor scripts, materials) and then have a seperate repo for each "project"

So Essentially, we'd like to have a repo for content/core
and then an individual repo for each project, which would be content/projects/"Project Name"

This way we can have our shared assets, and everyone we be able to sync with just the project they are working on at the time.

I've got this mocked up via git and an external git client, but I'm not sure if it's possible to do this using the in editor source control UI.

neat fox
#

Hey all , new here!

I am struggling to get my projects started because of source control. I tried Git LFS but when I try to make repos, commiting them and cloning them to other machines, it all reverts back to the defualt Starter Content scene with the chairs.

Also Perforce requires me to either buy a server to host my repos or set up a local machine to be working all the time (which I don't have).

Still what are your recommendations here? Thx!

quaint obsidian
#

@lavish blaze Why not have everything in one repository? But you can do it with submodules. The submodules will be recursed into during the pull operation that UE4 source control does for git

#

Also re: great for coders Jack, that's why the coders should have setup instructions/scripts for other devs :)

lavish blaze
#

I've not heard of submodules before! That sounds interesting

quaint obsidian
#

@neat fox What were your steps for using Git LFS in your repo?

lavish blaze
#

@quaint obsidian mind if I ask you a few questions about submodules?

quaint obsidian
#

I don't mind

lavish blaze
#

would it be possible for me to "ignore" certain submodules? Essentially what I want is an opt-in system where I can clone the sub modules I need for the project I'm working on.

I'm focused in architecture, so ideally each submodule would be a different building.

quaint obsidian
#

yeah so I'm pretty sure that git pull will only update submodules that have been initialized

rotund bobcat
#

do you guys put libs/dlls on LFS or is that overkill?

boreal lake
#

whats the best solution these days for a 5 team depo set un Unreal, I'm looking into a P4 bitbucket combo BUT there is a 10 gb limit on the depo which sucks we probably going to need at least 30 to 50 gb since we will be submitting all the source content

#

I have a google stream account but I really doubt that can be a good option except maybe for the source content

quaint obsidian
#

@rotund bobcat i make those available on LFS for our artists

#

it depends on how frequently you commit new binaries and how large those binaries are

proud flax
#

hi folks. Hope someone can tell me best / good practice when using Perforce. I've download and installed, but have yet to set up a workspace or stream thingy. What I want to do is be able to work with my colleague on a UE project, only have access to one PC each, and it's over the internet.

I'm guessing he can access the server via [myipaddress]:1666 ? But the main thing I'd like to understand is , right now I have my UE project in it's own folder. Whats the best way to set things up so I don't royally screw things up for myself? experience level = new guy with source control.

Thanks in advance.

proud flax
#

Essentially what I think I'm asking is when creating a new workspace can I point it at the existing project folder, or does it need to be a new folder?

pseudo acorn
#

not sure you can point it to existing folder. had some troubles setting up perforce. i found the best solution was to follow this guide: https://allarsblog.com/2017/04/05/populating-perforce-with-an-unreal-engine-source-build/

#

worked best for me

#

however: I'm having some issues with perforce not pushing map changes properly and trace channels. making the other person manual adding those and having to set the trace settings on each object. anyone knows how to fix that?

burnt shadow
#

im deleting my blog

#

i swear

pseudo acorn
#

@burnt shadow why would u? itล› one of the best guides out there. i tried a few before i managed to get it working using ur guide lol

quaint obsidian
#

it's outdated

wraith ember
#

so im really new to source control, after a quick google search there seems to be a few free services. I was wondering how it works with hosting files. If I wanted to collaborate. would my team download files from me? or are you supposed to host the game files on a server?

molten marsh
#

Thats up to you and the Source Control solution you go for.

#

Perforce can be hosted locally by you or on an external server for example.

#

I host my personal Perforce Server locally in my garage ๐Ÿ˜ƒ Its on my build server.

wraith ember
#

alrighty i'll take a closer look in to it thanks!

pseudo acorn
#

So anyone knows how to push map changes properly? Not all of them go through. Or the custom channels and stuff.

rotund bobcat
#

should .pdb files be ignored in git?

kind olive
#

I host a local perforce server, but offsite backups (plural) should probably be a priority expense. Assembla was offering $40 a month I think a while back and setting something up with AWS didn't seem too expensive when I looked. The only hold up I had was project size was small for me.

kind olive
#

And actually Assembla seems to have listened, every complaint I made when they first started pushing perforce hosting seems to have been addressed.

#

They've lowered the monthly, doubled the storage and have an unlimited package for $960/year

#

oh never mind, devils in the details. The gotcha was in small print.

dusk dove
#

can p4v stop being garbage

#

every second time I try to close it doesn't work and I have to kill it from the task manager br_face_rage

molten marsh
#

Dont close it when its doing something? lol

#

I dont have that issue.

dusk dove
#

it seems to forever stuck itself in the "doing something" state when the login token expires

molten marsh
#

Weird, maybe the automatic refresh of the view doesnt check the login status.

#

So if it expires its just stuck fetching something it cant access

#

Never had that issue

rotund bobcat
#

anyone know if git update-index --skip-worktree only affects local machine or is it pushed to all users?

#

nvm it doesn't

sudden lodge
#

Risky enter of the day

brittle depot
#

Hello, could someone explain me how CI/CD work with git ? Can't figure out how to enable automatic builds with UE4 & Gitlab

quaint obsidian
#

you have to set up a .gitlab-ci.yml

faint cairn
#

@summer lantern @brittle raft Did any of your ever use "PasticSCM"?

summer lantern
#

nope

faint cairn
#

@white ocean suggested that to me iirc?

#

And @reef oriole made a proper plugin for it iirc.

#

Might try it out one day.

#

Still waiting for a way to merge blueprint changes (diffing seems to be easily possible)

brittle raft
#

No Cedric, I never used it.

#

I've been hearing about it for years, though it was never recommended to me

#

Last I heard, it was "working, but not that great", and I'm afraid I don't have any details on it.

#

My approach to merging Blueprints is basically don't - when I branch out, I make sure content changes will be one-way only.

#

Until Epic can provide a standalone tool to diff two Blueprints visually without loading the full engine and full project, I treat Blueprints like I treat textures. That's a file format problem, not a source control problem.

faint cairn
#

Yeah it's def not a Source Control Problem. I'm totally stuck on Perforce and Git (for non-bp projects). Just remembered Andi telling me about it, but guess barely anyone uses it.

white ocean
#

Hey. We used Plastic including the plugin and cloud servers now for smaller projects and we were pretty happy. i never would try to merge Blueprints even it if works in many cases. In my last project we also saw them as binary files. It forces you maybe to split up your stuff in a way several people can work on it. We used a lot BP librarys for example. It also makes the project more modular.
We tried to use Plastic 2014 and it wasnt great. Mainly because of the lacking integration with unreal and you couldnt lock files exclusivly. It has that now. We added the file types to the cloud setup that are exclusive checkouts and it works like a charm. We work with people all over Europe. The Server is in Amsterdam and it is fast enough for us. We had only two hicups where an update took longer than normal. But you can set it up locally as well. I like it because it has an extra client for artists that is very barebone and not confusing. You can use it as distributed as well for code only while having everthing in one repro and they handle bigger binary files very well.

#

It is used by some. The Subnautica guys using it

#

Telltale.. ok... difficult :D
Rust was using it as far as I know.

#

We use @reef oriole plugin but I heard Plastic changed their interface. We compiled it for 4.22. and it seem to work. but the status icons on the assets where not ok.

faint cairn
#

I guess I will look into it via the Free 30 Days at some point

#

And see if it holds any additional value to our internal company scm

#

Cause "never change a running system" is also a thing. Perforce, for free, seems to work quite fine.

reef oriole
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Hi there, I have been summoned ;)
I was working on the 4.22 release of the Plastic SCM plugin when I noticed it does not work properly (status icons not reliable) with latest release of the Plastic SCM command line interface

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A nice guy from Embark Studios did some early fixes, which is great, but is apparently not enough
I am on vacation now so I should have some time to dive into the issue

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It was nice to meet you at Unreal Fest Europe @white ocean !

white ocean
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Embark is using Plastic?

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Cerdic I wouldnt exchange for Perforce. That was just not an option as cloud solutions are to expensinve.

reef oriole
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Embark Studios tried to use Plastic SCM, but at the end they choose Perforce because they wanted some advanced feature they where used to or needed, as they told me.

white ocean
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Interesstin to know. I might try to ask them.

haughty ember
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@faint cairn I've used Plastic before in production, it's actually pretty damn nice

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But like you noticed, barely anyone uses it. They are doing very very very bad in marketing

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But yeah, I think Perforce is the standard for a reason. More stuff out there to learn from, get help from if you need it.

burnt shadow
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soon

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yall will be using my source control

dusk dove
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are you actually making it

fiery prism
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Soon as in the next 5 yrs?

winged tiger
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Does anyone know how to download a specific changelist as a zip from perforce?

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Without downloading the entire repo?

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I just want the files that were changed in one changelist

smoky trench
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You're gonna have to download the files then zip them up
p4 sync //<WorkspaceName/*@<CL>

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//<WorkspaceName/* can be any file spec

river tinsel
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@faint cairn I do not recommend

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for two reasons

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ignore.conf is hot garbage

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untill they make it work like normal ignore files (git and perforce) it is literally unuseable

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forget aboutt importing github repo

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if it bigger than few thousand files

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UE4 simply cannot be imported

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couple that with ignore.conf not working as intended and you have mess in your repo

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other than that it was fast,

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but required beefy server to run

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why ignore.conf is garbage

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becuase it doesn't work linearly

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first the ignore rules are applied

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and then all unignore rules

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git and perforce work from top to bottom, so you can ignore entire root and then selectively unignore certain files you need

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in plastic i had to do some RegExp sheaninges to get it barerlly working

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and in the end it exploded anyway..

burnt shadow
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god I want to love plastic

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I really do

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but I can't

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cuz shit like ^

reef oriole
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Really interesting point of view; I never had to ignore complex things, and actually never tried to import UE4 myself, but my CTO did it to evaluate Plastic SCM

river tinsel
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I had, because I really wanted to exclude all files which are downloaded by setup.bat

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and also ignore most of binary files but not all

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essentially recreating Git layout of repo in plastic

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it is simply impossible

wide bear
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Is plastic worth trying now? i've been using subversion and im very unhappy with it. Still not convinced perforce is a necessary.

quaint obsidian
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git :^)

wide bear
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i don't like the decentralized approach of git.

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I mean, git seems better suited to open source projects than commercial game development.

burnt shadow
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i don't like the decentralized approach

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thats what im saying world

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some things need to be centralized

quaint obsidian
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decentralized means everything is fast, works offline and has lots of redundancy

burnt shadow
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but what if I have a really fast server that I'm always connected to with a storage solution I trust?

molten marsh
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Nar your not allowed to have that Allar

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CONFORM!

quaint obsidian
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then centralization makes more sense

brittle raft
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Centralization makes sense in 99% of projects and Git's success is pretty much unrelated to its decentralized approach, it's successful because free, open-source, with free hosting.

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Git's decentralized approach also makes sure it will never seriously compete in gamedev version control

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Stuff like file locking is anathema to decentralization

broken loom
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Someone added folder + files to source control
-> I pulled
-> They renamed the folder
-> I pulled and old folder hierarchy still exists (but no files)
Whats the command to remove any folders that don't exist on depot? Reconcile offline work doesn't work because there are just folders no files ๐Ÿ˜

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Not a big deal, just wanted it to be clean..

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Been getting a few empty folders that are no longer in sync with depot, bit annoying

open bone
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has anyone ever gotten unreal engine to act as a diff or merge tool for engine types?

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ie: launch the editor in a diff mode for blueprints

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I want to configure source control to open it

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and just do it for single asset merges and shit

smoky trench
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UE4Editor.exe -diff <File1> <File2>