#source-control

1 messages ยท Page 42 of 1

tranquil walrus
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sigh..

dusk dove
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:v

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just randomly thought of it, dunno how visible the warning is on their website these days

tranquil walrus
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A lot of the time the graphics people are going to be doing meshes and stuff, they won't be logged in.

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we'll just make sure no more than 2 are using it at once I guess.

dusk dove
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you can theoretically share users

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they will have to share the password which is br_galaxy_brain

tranquil walrus
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That's no big deal I'm just using strongpasswordgenerator to make ones for them to use. I'll just have the 3 devs and make 2 graphic team accounts.

dusk dove
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it's not 5 users online, but 5 users existing

tranquil walrus
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I'm sure if you make more than 5 the installation phones home and tells them.

dusk dove
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you can then make 20 workspaces with those

tranquil walrus
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I couldn't even find the price on their page. I had to google it separately to find a direct link to the price page. I really don't companies that do that.

dusk dove
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wait, you found a price page?

tranquil walrus
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if you're so scared to put your price front and center it makes me question your product

dusk dove
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there isn't supposed to be one

tranquil walrus
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says $360 per user

dusk dove
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a lower buy-in cost for new customers

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implies more expensive later

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they don't want to tell you the price, because it's so overpriced lol

tranquil walrus
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Yeah. there is no way to this check in/out with git huh?

dusk dove
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there is git lfs locks, it was pretty bad when I last tried using it but maybe it's better now

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I remember someone in this channel was working on upgrading lfs

tranquil walrus
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I'll stick with this then and work it out. Can a user log in from two different computers at once?

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and then each station use a different workspace?

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I don't think we'd ever had more than 2 graphics team logged in at once, but just in case.

dusk dove
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yeah you can use multiple workspaces with the same user at once

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you're probably not meant to use it like that tho br_animated_thinking

tranquil walrus
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We'll try to avoid it until we can afford licenses.

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So i just tested the lock system again. I checked in a file on A, it was showing as checked out in B. I refreshed p4v manually, and switched folders, but it still showed as locked on B, over the next few minutes I checked every minute or so, but it was still showing locked. After around 10 minutes I switched folders again and this time it cleared.

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I have no idea where that 10 minute timer is coming from.

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I hope it's not matching the autosave timer, because I'd like to reduce that without reducing the autosave

fringe abyss
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im using git lfs

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ive used perforce as well

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i think github desktop and git lfs is just way simpler to use

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there is like 1 command i need to know , the rest is all UI

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@tranquil walrus

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been 60 days on it, im paying 5$ a month because im using around 20gb of data, so its 5$ per 50gb data packs per month, its free under 1gb for lfs

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got 3d models, levels, lightbuilds, textures... not 1 issue

tranquil walrus
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I've been using git alone until now. If I was still developing alone I'd keep using that.

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At least for awhile I'm the only one doing any c++. I've got 4-6 people who will all be doing blueprint based stuff so I think perforce makes sense for now.

quaint obsidian
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we have about a 60 person dev team and we use git

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it works great, file locking and HEAD version checking makes conflicts not happen

young niche
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I'm using Azure DevOps. probably got about 10GB of files up there. It is free for 5 users which suits me fine and I don't think there's a limit on storage because just me using it. Even $5 a month is practically free.

dusk dove
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@quaint obsidian did you ever get to releasing those lfs improvements

quaint obsidian
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still working on getting them ready

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unless you mean multi threaded file locking

quaint obsidian
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that's already out

dusk dove
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I wonder if it would be possible to modify lfs so it can lock a series of files in a single command instead of making tons of connections

quaint obsidian
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yes it is possible, but it needs a server modification

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multithreaded locking works well enough, it gets rid of the performance issues

dusk dove
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nice

dusk dove
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guess the server modification would only be reasonable if it was somehow integrated in the official lfs

quaint obsidian
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yeah, it would be pretty easy. they already have a batch api, they just need to add support to lock requests to the batch content.

tranquil walrus
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Just a heads up for anyone thinking about perforce. It may go through and set all your files read only which will mess with your build. I don't remember telling it to do that but it did

dusk dove
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you gotta set the files you want writable to writable in the typemap

tranquil walrus
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Ahha

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I'll check that out when I'm back then. Imagine my panic when I suddenly can't build anything and the error it generates gives nothing on Google

dusk dove
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we don't have any built files checked in to perforce

tranquil walrus
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All the intermediate and binary directories had been set read only even though they weren't tracked and were in the ignore file.

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So visual studio suddenly couldn't build because it kept failing on random read only files

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I sorted it but just thought I'd make a note. I'll set up the typemap when I'm back

dusk dove
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uhh you definitely shouldn't be checking in intermediate

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make sure you ran the command that makes the ignore file work br_animated_thinking

tranquil walrus
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I wasn't checking them in they were excluded and I never added them. Yes I ran that set command

dusk dove
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(and that your ignore file actually called .p4ignore)

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strange then

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it doesn't touch my ignored files

tranquil walrus
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It may have touched them before I set them ignore

dusk dove
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don't use their weird repo setup tool though, just make an empty depot then put stuff in place and use reconcile to let it discover the new files

tranquil walrus
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But I never manually added them

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No I didn't I just created a work space and added the directories recommended on the Ue4 docs. Then about an hour later I added an ignore file

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Maybe before that it went through and changed everything. When I get back I'll make sure all that stuff is setup before I turn it back on and see what happens

uneven coral
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We are using Perforce for our SC. We are going to begin integrating Discord and Steam SDKs for the store, achievements, etc.

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What is the recommended method to do that. Should we create a branch for each SDK/integration and if so what would be the best practice. Right now we just have each engine upgrade as a branch as we moved forward. We dont use a Dev/Release branch.

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or is there really not a point in branching for each SDK and just integrate them all into the main branch

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Just looking for best practices. ^_^

burnt shadow
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imo fuck branches mainline it all

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but you'll get a lot of people saying otherwise

uneven coral
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hahahah. but i guess i mean will the Discord and Steam SDKs conflict or have issues?

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thats the thing. i dont think branching works backwards that way. you branch down and merge up

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but your not supposed to ride out the branches down

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such as a Discord and Steam branch.

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usually its for adding a feature or whatever then merging that back up in. and anything that relies on it can cause issues when merging back up.

haughty ember
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The problem may end up being trying to integrate changes into each branch

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If you can, and you should be able to, just get the current platform you are on and run the logic as needed

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If a platform requires the exclusion of competing SDKs, just delete it before submitting

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Since the SDK won't be running on there anyway, it shouldn't ever be called

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Of course, that's just one way to do it

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I'm actually surprised (not even sure if it's needed but could be helpful) no one's bothered writing and selling a plugin for this

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Just one simple platform check toggle when packaging. Will exclude things in final build.

uneven coral
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That would be helpful. But you are right in that it SHOULDNT matter, but you never know when it comes to competition. ๐Ÿ˜‚

noble knoll
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fk branches if you are an indie, seriously

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branches are a hazard and merging them takes time. Best is to just do stuff in trunk (as an indie), and brnahc out of trunk for releases

uneven coral
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๐Ÿ˜‚ Well we have 8 guys who are all working on the editor parts. We dont ever branch under normal circumstances. The only branches we ever made were for Engine Version Changes for obvious reasons.

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but this was just brought up as a should we, will they conflict, etc.

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We are only doing Discord for now as thats where we are going to have our private early access for our community.

pseudo osprey
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branch merging is pretty fast unless you somehow touch everything constantly

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which either means your code architecture is horrible or you schedule your team to touch at the same subsystems simultaneously constantly and then it's your project planning that is horrible ๐Ÿ˜›

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though maybe the issue is with Perforce branches and not Git then I'll just admit a total lack of knowledge on the topic (p4) ๐Ÿ˜ฎ

ocean ridge
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But merging uassets that change between branches ๐Ÿค”

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Does file locking work across all branches or per branch in perforce?

pseudo osprey
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merging uassets that change in two different branches fall under the "you got two people working at the same time on the same stuff separately" ๐Ÿ˜›

noble knoll
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@pseudo osprey unreal works like shit if you branch

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all your BPs are unmergeable, and all your uassets too

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and they WILL separate

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you have branch A where you are doing some logic in the character, and you added a few blueprint parameters

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on branch B you fixed a bug that changed couple nodes

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RIP

pseudo osprey
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yeah that's a pain for sure

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just use c++ ๐Ÿ˜›

ocean ridge
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ideally, but also that goes back to >fk branches if you are an indie, seriously

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no time to C++ everything ๐Ÿ˜…

quaint obsidian
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for our project, we have two branches: content and dev

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dev is for the latest engineering work, gets the latest engine builds, dogfoods all that stuff

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then around once a week, or whenever we think it's stable enough, we give it to our creatives in the content branch

uneven coral
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knocks on wood we have never had a merge conflict or issue yet. though one time we did have a major bug and the notes and compare system for unreal helped us pinpoint it within about 2 hours. it was pretty impressive. ^_^

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but we also dont branch either.

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and i can verify that yes a long time ago i did branch some code and those files are treated separately so u dont lock all versions. only your branched version.

ivory ibex
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i guess thats one good reason for C++ file vs blueprint construct

gentle lagoon
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Hello all, have a bit of a problem. We've been using Sourcetree + Bitbucket for a while.

We've enabled Git LFS and used the plugin.

Problem: When attempting to Diff a singular bp or Diff against the depot, UE freezes up hard and i have to force quit

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Anyone encounter this or have any advice to circumvent this?

tranquil walrus
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I've used sourcetree with github and not run into that issue.

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@dusk dove I read the instructions on setting up a typemap, does that only need to be done once per server? E.g. if I set it on my machine, do the other users have to set it on their machine as well? it seems like it's setting a remote file

gentle lagoon
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@tranquil walrus Yeah Im trying to track in what the issue is, as its a hard lock

tranquil walrus
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I don't think I ever tried bitbucket. I tried github first, and then when it was full, I went to gitlab, but gitlab lost a file (luckily I had another copy) so I went back to github and paid for the storage.

gentle lagoon
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interesting

quaint obsidian
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what plugin are you using?

gentle lagoon
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the UE4GitPlugin 2.1 ver

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But even disabling that, was trying Diff Against Depot and it freezes

gentle lagoon
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i get this trying to diff against a revision. Any idea what this means exactly. Searching le Google has given mixed answers

quaint obsidian
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you mean 2.12?

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that's weird, do you have LFS enabled in settings?

gentle lagoon
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@quaint obsidian

We are on 4.16 still so we are using an older version.

Yup

quaint obsidian
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it might have been fixed in a later version

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not sure if you can backport

restive parrot
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I cant recompile it

gentle lagoon
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@quaint obsidian yeah so updated to 4.21 and r problem gets fixed.

But still have it to where bps are read only when you try to diff.

Cool so I try making the project git lfs 2 through the plug in and it tells me, no repo exists ha

boreal crown
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I'm going through this course from 2016 and iirc author is using VS 2015 and it generates db file in the main folder of the solution:

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Author says it's Ok to add this .db file to .gitignore

rotund bobcat
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I don't think db files get used anymore

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in recent VS

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anyway you can ignore it

boreal crown
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I'm using VS 2017 and I don't have that file in the main directory of the solution

rotund bobcat
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yeah it's normal, it's just intellisense info stored in a file and stuff

boreal crown
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Is it the same or different?

rotund bobcat
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it's same

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you can ignore the entire .vs folder

boreal crown
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I thought they might change how it's all stored in VS 2017

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So I just ignore whole .vs folder and I'll be fine? Ok, then. Thanks GWjiangoPepeFedora

rotund bobcat
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this is the basic ignore file we used at the start I think ```.vs/

Compiled Object files

*.slo
*.lo
*.o
*.obj

Precompiled Headers

*.gch
*.pch

Compiled Dynamic libraries

*.so
*.dylib
*.dll
*.pdb

Fortran module files

*.mod

Compiled Static libraries

*.lai
*.la
*.a
*.lib

Executables

*.exe
*.out
*.app
*.ipa

These project files can be generated by the engine

*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb

Precompiled Assets

SourceArt//*.png
SourceArt/
/*.tga

Binary Files

Binaries/*
Plugins//Binaries/

Builds

Build/*

Whitelist PakBlacklist-<BuildConfiguration>.txt files

!Build//
Build/
/**
!Build//PakBlacklist.txt

Don't ignore icon files in Build

!Build/**/*.ico

Configuration files generated by the Editor

Saved/*

Compiled source files for the engine to use

Intermediate/*```

dusk dove
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that contains a lot of irrelevant garbage lol

boreal crown
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What does?

dusk dove
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the ignore file above

ocean ridge
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when optimization goes too far, culling your default .gitignore ๐Ÿคฃ

dusk dove
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like # Fortran module files br_boi ๐Ÿค”

ocean ridge
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that's the github provided one iirc

boreal crown
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I'm also reading through Pro Git book and they said they have 206 .gitignore files for their Linux Kernel solution, or something

dusk dove
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this would be a more reasonable template, just put in your project name instead

# Ignore project files
.vs/
Brickadia.sln
.vscode/
Brickadia.code-workspace

# Ignore generated folders
Binaries/*
Build/*
Intermediate/*
DerivedDataCache/*
Saved/*
enc_temp_folder/*

# Ignore the same things for plugins
Plugins/**/Binaries/*
Plugins/**/Build/*
Plugins/**/Intermediate/*
Plugins/**/DerivedDataCache/*
Plugins/**/Saved/*

# Don't ignore icon files in Build
!Build/Linux
!Build/Windows
rotund bobcat
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better ignore too much than too little ๐Ÿ˜ƒ

dusk dove
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actually no

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because then you'd be missing some files and maybe not even notice it

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like just ignoring all libraries makes no sense if you have some plugins with prebuilt third party libs

boreal crown
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Also author of the course created UE4 solution inside another folder and created git repository in the outer folder so it goes like BuildingEscape with 2 folders: .git and BuildingEscape folder(which is an UE4 solution folder) and 1 file - .gitignore, respectively. Is there any reason to do it this way? Does anybody do it like this?

dusk dove
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that seems very strange and probably just accidental

boreal crown
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No, no, he did it on purpose

dusk dove
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there'd be no advantage for it

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I suppose if you wanted to use a single repo strategy for many projects it could make sense

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but that'd be a strange thing to do with git

boreal crown
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What about if you will have a model of your solution in UML or something?

dusk dove
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normally people only do monorepo stuff with perforce

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you generally won't, if you use unreal

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but you could just put it somewhere in the project folder if you did

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nothing's stopping you from making more folders in it for storing art source files or anything else project related

boreal crown
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Yeah, that solution folder already has 2 solution files - one .sln for Visual Studio and another .uproject for UE4. So you can have another one .modelInUML solution file in the same folder, I guess, or something.

dusk dove
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having the project in a subfolder for no reason would be strange

quaint obsidian
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@gentle lagoon i think you need check out the blueprint first

jolly fog
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how do I setup ignore files with perforce?

gentle lagoon
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@quaint obsidian well I have but still gave that read only bit.

And now I'm dealing with git lfs repo not being detected.

drowsy compass
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Hey everyone! I'm pretty new here. Could anyone give me a hand with adding the first project files to Perforce?

drowsy compass
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@quaint obsidian Can you help me with my set-up?

storm compass
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Bump

molten marsh
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There are plenty of tutorials on youtube man.

drowsy compass
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I've check them and followed, but the files won't complete at the end of the submit

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If you know of a specific one that may be easier to digest, can you link it?

storm compass
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Isnโ€™t that what the point of this channel is for to get help ? ๐Ÿ˜‚

dusk dove
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ita very easy:

  1. rename project folder
  2. set up empty depot and create workspace in its place
  3. set up and enable ignore file
  4. set up typemap
  5. rename project folder back
  6. use reconcile in p4v, if you did everything correctly, it will add all files that should be pushed to pending changelist and not the ones that shouldn't
  7. submit first changelist with all the files
tranquil walrus
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I'm trying to add some marketplace assets to a project managed by perforce... and it's continually failing. I've added these things to other projects, so I know they're fine. Perforce is blocking it somehow. Any ideas?

boreal crown
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Hey guys, how do I remove from tracking deleted files in git? So git added temporary files to staging area, then I closed files I was editing and temporary files got deleted. Now I have this when I type git status:

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And when I type git rm "~$Box.SLDASM" to remove ~$Box.SLDASM from tracking, it throws this error:

rotund bobcat
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you could do git reset --hard to get rid of all unstaged changes

boreal crown
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Cool, thanks, it worked GWseremePeepoHappy

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I managed to remove deleted ~$Box file with git add -u "~\$Box.SLDASM", but not with second one, reset worked on this long file

shut rain
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I'm having some trouble with Perforce

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I set up a server, have P4V and P4Admin connected to it, works great

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In-engine when trying to connect, it auto-fills the server, user, etc., but it says "no workspaces found"

shut rain
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Ok, turns out the auto-filled username was wrong. Weird, but it works now ๐Ÿ˜„

royal ginkgo
quaint obsidian
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we don't store raw assets on git though

royal ginkgo
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thanks, I will take a look.

river tinsel
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@quaint obsidian you store binary assets on some external server like Epic ?

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or do you store uassets in git lfs ?

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oh and one more question. Do you use Github for LFS ? How is performance is you do ? Last time i tried i literally waited dozens of seconds before anything happened ;/

rotund bobcat
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We're using Git with LFS on bitbucket, haven't had any issues or slowdown with it so far, our uassets and umaps go in the LFS and some source file extensions to be sure. But generally we store source assets like fbx files or whatever on our separate local SVN server in our office

lament sundial
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is it possible to invite someone to a github project as a collaborator but with limited permissions like clone only or something
you cant

quaint obsidian
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i thought you could add them as read only

scenic horizon
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I'm guessing not, but is there any way to restore local files that were overwritten during a revert in perforce?

sharp fable
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@scenic horizon not really, unless somehow there is a file backup somewhere on the machine

tranquil walrus
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How exactly do I push new cpp from source or updated ini files from config to the server in perforce? It seems to recognize that it is different than the version in the depot, but there is no option to "add" them.

molten marsh
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What do you mean?

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Use Reconcile Offline Work in P4V.

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Be careful though, if you dont have proper ignore files or typemap setup you could end up with alot of trash you dont want.

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Safest option is to find the specific files you want after it reconciles and only check those in.

tranquil walrus
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That's the problem. The files that i've edited like a CPP file, don't give me the option to add them to be checked in. I think it's because editing them isn't automatically checked out the way an in editor file is. Is there a way to automate the checking out of those files?

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Okay, I figured it out here. I'm still getting used to perforce.

tranquil walrus
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It seems that what I have to do is open the folder in the editor that contains them. If I open the folder that a texture/mesh/material/etc that I haven't added to the depot is in, it'll get the yellow question mark. Once it has that, I can right click the parent folder and "mark for add" and then it'll mark all the sub items for adding to the depot.

tranquil walrus
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I never got an answer to this. The perforce typemap, does it only have to be set once per server? Or does each user need to set it?

dusk dove
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you set it on the server, it works like a suggestion list for default file types

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anyone can submit a file with a type different from the one in the typemap at any time

tranquil walrus
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Okay, so only the p4ignore has to be individual set on every machine

dusk dove
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yes

tranquil walrus
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Thanks again. I think we've finally got it all set up and working.

main coral
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Hey folks. For two artists who use blueprints (no C++ in the project) working over a network, what would be the easiest way to manage our project? I've had Perforce up and running before, but it was tough for me to figure out, and seemed like overkill considering we don't touch any code. I'm wondering what the current best option is if it isn't still just Perforce. We've been able to make MultiUserEditing work, but that doesn't allow us to keep in sync when one of us works independently.

tranquil walrus
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I have a blueprint that won't sync with the depot on perforce. There is only a 2 node difference but I've tried getting the latest revision in P4 and tried manually syncing it in the editor, and both times it just kicks up an error.

sharp fable
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@tranquil walrus did you checkout the file

tranquil walrus
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I ended up having to close the editor and sync with P4V directly

indigo relic
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anyone know how to make a new commit, which partially reverts a previous one

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ie, revert deleting files, but keep modified ones in a new commit

tranquil walrus
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*_BuiltData.uasset``` I have this in my perforce ignore file. Which prevents it from being uploaded to the depot, but the editor doesn't know this. So if I try to submit from inside the editor, it always tries to include these. if I forget to uncheck them, then it'll return a "failed" message. Is there a way to make sure the editor itself ignores these?
sharp fable
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@tranquil walrus is there a specific reason you want to not have lightmaps on source control?

tranquil walrus
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The editor can generate their own can't they? I was just using an example p4ignore for perforce

dusk dove
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you could also set the lightnaps to only store the most recent version, then it won't get huge but will also be available for everyone who opens the map

tranquil walrus
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Okay, I'll consider that, but is there a way to actually tell the editor to ignore a file?

dusk dove
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I don't think there is, at least I haven't seen one

tranquil walrus
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okay well maybe I'll have to set it just to keep the last one then and remove that from the p4ignore. if you have multiple workspaces, it uses the p4ignore in the directory you're currently using right?

dusk dove
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yeah, assuming you did the p4 set ignore=.p4ignore (or similar) command

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I am not sure if this needs to be run in each workspace but assuming it doesn't

fringe abyss
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@main coral you could use github desktop, but you will easily hit the size limit and have to pay 5$ monthly for 50gb which is really cheap, or host perforce locally for free (i use both since i have a 80gb project and some smaller ones that all fit into that 50gb data package) theres a bunch of tutorials for github and ue4 (if you google it) the advantage of perforce is that you cant both mess with a file, whereas github desktop you can by mistake since you dont check out any files so it requires clear communication on what you guys are doing/using...

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and then with github you also rely on the github desktop to actually push your changes to your github repo, whereas with ue4 you press submit in the editor and its done

quaint obsidian
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you can use the git plugin for ue4 to submit in editor and check out files to lock them

lusty crystal
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Ooo nice! That's a standalone plugin, or built-in? I know under SC there's a button which pushes it to GitHub Desktop, which you then have to push to origin/branch.

fringe abyss
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did not know that mastercoms, thats good to know

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so the equivalent of github stash changes is perforce shelve ?

pseudo mirage
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hey all, we're using Unreal to do animation that we are just rendering out. We work only in the Editor. Our work is all done in the Sequencer, very little BP, no coding. We have teams of 5-25. So far we've been using Perforce for source/version control. The thing is we really don't need Source Control as we're not dealing with source files (code) But we do need version control of our assets and sequencer files. It really feels like Perforce is over-kill for what we are doing.
Does anyone have any experience dealing with something like this or know of version-control systems for dealing with animation projects in Unreal?

quaint obsidian
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Is source control really for code files?

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@fringe abyss Yeah

dusk dove
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but version control for your assets and sequencer files is the main reason people use perforce at all ๐Ÿค”

sharp fable
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yeah @pseudo mirage perforce is great at handling binary files which is where in my experience working with a team, git can tend to have issues

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Also source control IS version control

main coral
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@fringe abyss Thank you for your response! It's much appreciated.

fringe abyss
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your welcome!

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im just wondering if ue4 actually already uses srombauts github plugin than why doesnt it just use the latest version?!

dusk dove
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that would require someone at epic to regularly update it

quaint obsidian
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@fringe abyss because it's not 100% complete yet. SRombauts isn't comfortable with submitting the update yet, iirc

fringe abyss
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@dusk dove they could just hire me, i wouldnt mind ๐Ÿ˜‚

eager field
#

the docs mention the ugs tool for perforce, is that tool public? if so where would i get it

dusk dove
#

it comes with the engine source

eager field
#

๐Ÿค” now to determine wether its worth transferring to source

#

lol

dusk dove
#

getting custom builds of the engine and project distributed to non-programmers is the point of ugs ๐Ÿค”

elder shell
#

I have p4v installed on a linux server and its running as well but when i try to use a "p4" command... it says p4 command not found

#

any idea why?

carmine walrus
#

did you add the binaries to your path?

woven grove
#

When using git when i press Press submit to source control even after saving all and fixing up redirectories ue4 will sometimes just not submit asset that i added. Is there a way to fix that?

quaint obsidian
#

which version of the git plugin are you using

dusky yacht
#

anyone here use synology NAS drive with perforce? ๐Ÿค”

elder shell
#

@carmine walrus how do i add it to the path in linux?

carmine walrus
queen arrow
#

I've been using the Epic Games Launcher to launch Unreal Engine for awhile now, but I've only just recently run into a problem. It has automatically updated my engine from 4.19 to 4.20, and now suddenly to 4.20.3 and it is failing to launch.

Anyone got any tips for me to revert back to 4.19 and stay there? Am I going to have to use the GIT repository and rebuild it?

queen arrow
#

UPDATE: Looks like the "Add New Version" button can actually add Old versions. Hopefully it won't update itself when I have multiple versions.

molten marsh
#

It shouldnt auto update a major version ever (maybe its a setting?)

wide bear
#

On windows 7, the launcher settings are stored in C:\Users{USER}\AppData\Local\EpicGamesLauncher\Saved\Config\Windows\GameUserSettings.ini

#

Each engine "slot" has an AutoUpdate bool

#

i have UE_4.22_AutoUpdate=False

#

i don't see anything that would automatially add one in mine, i'd have a peek to make sure there's nothing suspicous

real onyx
#

Is there anyone who could help me integrated Wwise with perforce. I am stuck and confused.

wide bear
#

Any thoughts on Bazaar or Mercurial?

river tinsel
#

dead

#

if you want to have as little issues as possible and be able to solve them by googling just stick to the popular ones

queen arrow
#

Thanks @wide bear

fickle roost
#

if I delete something in perforce
like in ue4
and submit deleted content
it removes all revisions and will free up the space right ? ๐Ÿ˜ƒ

smoky trench
#

negative, you have to use the obliterate command if you want to do that

river tinsel
#

it will free local space

#

but the history in perforce will be kept of course (;

fickle roost
#

Thanks , will have to be careful with obliterate then ๐Ÿ˜ƒ

somber kraken
#

you have any best practice when It comes to Source control with a mix C++ / Blueprints project? The c++ part is easy ... but blueprints source control is not that easy

#

Tried SVN / Perforce ..

real onyx
#

Anyone available to help with perforce problems and wwise ๐Ÿ˜ฆ

#

I'm not sure what this means

molten marsh
#

Do you have the right IP address to the Server?

#

Could indicate a stability issue with the connection.

burnt shadow
#

did you forget the :1667 or whatever the port is

real onyx
#

I have the right ip

#

Seems like I did something for it to work, but I'm not sure ๐Ÿ˜‘

slow gust
#

Crap - what's the default Perforce Super password that comes with the trial?

#

Something like p@ssword?

slow gust
#

ah sorted

lament ember
#

Is there a way to view only Dirty assets?

#

i can't use "save all" and ue4 for some reason modifies assets that i have not touched...mainly skeleton

dusk dove
#

close the editor and it will tell you br_big_brain

lament ember
#

any proper way maybe?

dusk dove
#

apparently file > choose files to save opens the same menu

lament ember
#

yeah, but i want to reload them, not save

quaint obsidian
#

i believe its in other filters?

lament ember
#

@quaint obsidian thank you! (it's so obvious...yet i failed to see it)

daring barn
#

Hello! anyone care to point me in a directions when it comes to remote access a server?

#

I have a local server up and running with Perforce, but would like people on remote to access

sharp fable
#

@daring barn uh so wait, your server is on your machine, right?

#

if so you'd need to port forward 1666

#

and give them your ipv4 address

#

BUT

#

I would HIGHLY SUGGEST you do not have perforce server on the same machine you work on

daring barn
#

Right now I do, butยจthat is only to get things running, I have another that will be my server later on ๐Ÿ˜ƒ

#

I will try this tho, thangs for point me somewhere!

finite dome
#

I have a virtual stream which maps a binaries folder to a different depot on my server so I can upload pre made binaries for artists.

#

However the issue is that the build machine thinks that the changelist it makes for the binaries are "new" changelists when it tries to sync when looking for new changes.

#

Can I make an imported path also be ignored for syncs in a virtual stream?

daring barn
#

Hi!

I got perforce working, I had to filter it in windows firewalls settings, just added the port 1666 and it worked. My friend could find it and join up with his perforce! We have been test submitting and it worked fine BUT!!

He can not find the workspace from unreal nonmatter what we do...

finite dome
#

What do you mean from Unreal?

daring barn
#

(This is from my computer, he adds the right server info witch is the same as the one used to connect perforce) But when he tries to find the workspace in the drop down menu, there is nothing and therefore the connection with unreal to perforce is non.

molten marsh
#

@daring barn Did he make a workspace in P4V?

#

He will need to make his own Workspace through P4V first

#

Workspaces are defined by the user

daring barn
#

@molten marsh yes he got his own

#

then synced my version

#

that part is working

#

but obviously, there is something we are doing wrong, and it gets me that I cant figure it out

molten marsh
#

If you input the Workspace name in its text field does it connect?

#

If it cant be found using the dropdown box you can still manually enter it and the settings will go through if they are correct.

daring barn
#

no, it does not. He uses the username and the workspace name he "log in" wich when he boots p4v

#

still dont work.

#

We saw this and thought it must be the host name that can be found on the host server

#

but still, cant get it right

#

:/

molten marsh
#

Does he have the right IP address?

#

Ignore Hostname and Password

daring barn
#

Yes that I am sure of. As said, if we only uses perforce ( adding the ip and the port we can connect) it works.

molten marsh
#

Im talking about the Editor Plugin, not P4V

daring barn
#

yes, and there we uses the same ip

#

if that now is "correct"

molten marsh
#

So he isnt using just 1666 as the IP.

daring barn
#

no, this is a pic from my computer

molten marsh
#

Ok thats fine.

#

Can he open P4V with his workspace?

daring barn
#

yes

molten marsh
#

With it open in P4V will it let him connect via the Editor.

daring barn
#

and there is where we dont get it to work...

#

In the test we have done, He starts p4v, get the latest changes I hhave done as a test. boots Unreeal

#

tries to connect sourcecontroll perforce

#

and it does not find his workspace

molten marsh
#

You dont need to use the dropdown

#

These are my settings for example.

#

Simply inputting the workspace name manually should be fine if the dropdown box cannot locate the workspace itself.

daring barn
#

can you show your name in p4v

molten marsh
#

?

#

What do you mean?

daring barn
#

Because in my case

#

it is this name right

#

(that is working) but just double chekcing

molten marsh
#

Can you connect via the Editor?

daring barn
#

yes!

#

so from my computer everything is fine ๐Ÿ˜›

molten marsh
#

Did you make a Stream for a purpose?

daring barn
#

how do you mean?

molten marsh
#

Your using a Stream instead of a regular Depot

daring barn
#

oh

#

no i do not know why i did that

#

๐Ÿ˜ฎ

molten marsh
#

Just stick with a regular Depot if your happy to recreate one.

daring barn
#

should look like this right?

molten marsh
#

Yes

daring barn
#

oh, now I do not know how I set this up, would you mind telling me how a point my depo to my unreal folder again...

#

(Sorry for beeing such a noob..)

molten marsh
#

You need to make another workspace for the new depot

daring barn
#

found it! Will test this tomorrow!

#

Thank you for the help! Hope this solve things!!

remote bobcat
#

Can you only branch off major engine versions? I want to branch 4.22.2 but I only see a way to branch off of "4.22" or "4.22.3".

short pivot
#

I can't make source control work, I'm using bitbucket

#

error: unreal engine editor errors no assets to check in

#

fatal: C:/Program Files/Epic Games/UE_4.21/Engine/Content: 'C:/Program Files/Epic Games/UE_4.21/Engine/Content' is outside repository

#

^ text from editor while I was just submitting it for git for the first time

sharp fable
#

@short pivot it looks like you're trying to submit the entire editor to git?

#

or the content folder?

short pivot
#

@sharp fable I normally selected git version of source control in ue editor and posted my link so it's posting content to git

#

or rather it should

quaint obsidian
#

thats just an error you can ignore

#

but anyways, what the actual error

#

no assets to check in?

#

well, did you check out any assets?

short pivot
#

@quaint obsidian so tihs error is showing, I normally have assets etc in my game but after upload try as I wrote above only thing I'm getting is this error

#

so I can't even use source control

#

any files arent send to internet

hollow niche
#

My starting project is like 1gb in size. Is there a way I can upload it to GitHub as a larger file size such as that?

quaint obsidian
#

you'll have to pay for LFS data packs

#

or, use GitLab which gives you 10GB free

#

there's also azure devops which I havent looked too much into

carmine walrus
#

azure devops is free with unlimited space

#

๐Ÿ˜›

#

I use it

severe forum
#

Hallo, i would like to know, is it possible to create a Perforce Remote Depot that gets Unreal Engine Source Code from the official Github ?

hollow niche
#

@carmine walrus Is Azure Devops any good? Im considering using it. Also then, how would I upload my existing local Project to it?

carmine walrus
#

standard git procedure

#

initialize the repo on azure devops, add that just initialized repo as a new remote on your local git repo and then push to the new remote

pseudo osprey
#

do you use Git-LFS with Azure Devops too?

pseudo osprey
#

ok, thanks

slow latch
#

@hollow niche i use perforce on my local server we are 2 teams around 3 person each and it works well

rotund bobcat
#

is there a command to delete all local branches that don't have a remote?

#

nvm found out I can do it with git branch --merged Development | grep -v '^[ *]*Development$' | xargs git branch -d

blissful nebula
#

If I need to get my project from my desktop to my laptop for a week and then back, can I just copy the files back and forth. Will the launcher recognize them? Is there a better way to do that?

last island
#

Hello, I have a question about assets in Unreal & Source Control: am I supposed to also store them with the project ? It might not necessarily be possible because of their size (I currently have this problem with git lfs, I have over 25 Go data). So, if not, how should I handle them with Source Control ?

wispy girder
#

Checking file(s) into source control with git has started taking ages. Anyone know of anything I can try?

#

I can see it maxing cpu and using 4g memory

real onyx
#

Anyone have experience with Wwise and Perforce that could help me?

wispy girder
#

I can also the the commit in Git itself, was completed like 10 minutes ago

meager goblet
#

@last island if you use perforce file size wouldnโ€™t matter. git lfs would also work. There is no real disadvantage of storing assets. Could also just include a batch file that downloads them (kinda like epic does)

last island
#

It's just that on Github & Gitlab, there is a size limit for lfs, at around 10 Go (except if you pay), so I can't store everything on those platforms, I'm familiar with Perforce but I don't know if there's also a size limit

#

Thanks for the tip, though !

meager goblet
#

Oh gotcha ok. Yeah perforce as far as I know doesnโ€™t have a size limit

#

Perforce can be hosted on your own too which is a slight downside to something like github

last island
#

Meh, I can live with that, I think I'll try it

strange pulsar
#

So, I got an interesting issue, and I think I'm just configuring something incorrectly, but I'm hoping someone might have some insight

#

this has been happening to both bitbucket (git) and perforce and it's bizzare

#

I upload our project, and when my co worker tries to load it, pretty much every line of code errors out -- like it just doesn't understand a single definition. Both on the same version of Unreal 4.23 as well as VC Community 2019

#

if anyone has any ideas I'd be happy to hear them

rose wave
#

Can your co-worker compile one of the sample projects correctly (i.e. is their environment setup properly)? Best to elimiate their environment as being an issue before blaming the project.

It's been a little while since I've used git, but I think you are advised to use wildcards to exclude all files / folders within a directory (i.e. 'Intermediate/*' rather than 'Intermediate/'). Check if your intermediate files are being committed. If they are, then remove them from the repo and update your git ignore. If their not then don't worry. (good example git ignore file is here: https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore)

Unlikely scenario, but it could be a line-endings issue.

strange pulsar
#

Yeah the error log I provided is what happens when he tries to compile I forgot to mention.

#

I'll check out that git ignore and try uploading a new source

quaint obsidian
#

@wispy girder are you using git lfs

#

@last island use azure devops repos, they have unlimited space for up to 5 users

last island
#

Oh I didn't know about this, thanks ! I'll check it out

chilly frost
#

heyho I have a question about manually changing the source controll settings so i can use it to only affect a certain folder in the project

currently its throwing me this error
client specs rejected due to root directory mismatch

i know WHY this is happening, so i am here looking for ways to solve it without changing my workspace root directory - the reason for this is, that i am working on a conan exiles mod, and do definitly NOT want to upload the complete 120GB dev kit to a perforce server ๐Ÿ˜„

chilly frost
#

Ruleset for working with perforce (the hacky version since the dev kit doesnt like us)

1: Create new File in Mod Folder
2: Mark File for add inside perforce (p4v)
3: If you can not mark for add a certain file - just click on the parent folder "mark for add" the file will be added to the changelist
4: submit files whenever finished with working on them
5: check out the files you want to work on before starting up the dev kit (i guess)
6: After pulling a latest revision you need to restart your project to apply the changes

#

#mysolution for now

dusk dove
#

can't you just set up an ignore file?

#

so your workspace root would be the whole thing but everything except your one folder is not synced

jolly fog
#

anyone in here use P4V?

#

having issues with it

#

especially with the ignore files

#

it will not set the ignore file but brings back the command stating it is set but will not ignore the binaries i have that it's supposed to ignore

haughty ember
#

@jolly fog you add it to p4?

#

or your local workspace?

jolly fog
#

yes

#

it came from source

#

but when in cmd

haughty ember
#

restart p4 service?

jolly fog
#

it cuts it off

#

yeah tried

#

nothing

haughty ember
#

no clue what you mean by source

#

but

#

p4ignore works just fine for me

jolly fog
#

doesnt for me

haughty ember
#

then you're doing something wrong sadly

#

show ignore list?

#

And also location of that p4ignore

jolly fog
haughty ember
#

and exact steps you are doing

jolly fog
haughty ember
#

well 2 things

#

first that .p4ignore file is wrong

#

that's clearly a txt file

jolly fog
#

it works for everyone on the team but me

haughty ember
#

Um, can't remember if you can do it in regular notepad, but I use notepad++

#

that exact file?

jolly fog
#

yes

haughty ember
#

Just humor me

jolly fog
#

i cant even create one

haughty ember
#

remove the .txt and make it only .p4ignore

jolly fog
#

it will not work, creating or setting it

#

you cant

haughty ember
#

You can

#

But, looking at 2019 revised stuff. Looks like you can use .txt

jolly fog
haughty ember
#

Nah man

#

Like I said

#

You can save as or something

jolly fog
#

it wont let me save

haughty ember
#

But I don't know if you can do that with notepad , I know you can in notepad++

#

Or Atom

jolly fog
#

i do have notepad ++

haughty ember
jolly fog
#

but everyone on the team can use .txt extenstion

#

i cannot

haughty ember
#

K, let's assume that it's not the problem

#

The only other thing I can see that could be the cause is the Spaces in the file path

jolly fog
#

renamed the file path as well and still cuts off

#

and doesnt set

haughty ember
#

Finally, try P4INGORE=(filepath)

jolly fog
#

nope

#

still not working

haughty ember
#

@jolly fog you set your Config file?

#

p4Config

jolly fog
#

yep

haughty ember
#

you sure?

#

Mine shows up like this, where I keep mine

jolly fog
haughty ember
#

Right

#

But, I don't see it in that folder

jolly fog
#

my config?

haughty ember
#

aye

jolly fog
#

its in my c drive

#

cause i cant change the location of p4v

#

isntallation

haughty ember
#

but you can change the location of everything else

jolly fog
#

nor can i uninstall p4v

haughty ember
#

You can create a custom Config file

jolly fog
#

i tried that

#

through cmd

haughty ember
#

you watched?

jolly fog
#

thats how i created this config

haughty ember
#

did you read the comment

jolly fog
#

yes

haughty ember
#

if using spaces, use quotes

jolly fog
#

qoutes do not work

haughty ember
#

ยฏ_(ใƒ„)_/ยฏ

#

I feel it's probably user error sadly

jolly fog
haughty ember
#

Especially if everyone is using that file and it's good on their end

#

i don't get why you insist on your spaces

#

set P4IGNORE="Filepath"

#

try that

#

no spaces

jolly fog
haughty ember
#

GGWP

#

Now that looks better

#

no strange msg after

#

But you might want to do quotes after P4IGNORE= if that doesn't work

jolly fog
haughty ember
#

Did you try before?

#

like, see if ignore was working

#

wait..

#

why the space again

#

are you trolling?

jolly fog
#

still doesnt work

haughty ember
#

well no shit

#

stop putting random spaces where it's not needed

#

Try with and without the quotes

jolly fog
#

nothing

haughty ember
#

Put your workspace in a folder file path without spaces in the name

jolly fog
#

nope

#

im gonna uninstall and reinstall

crimson surge
#

Hi! Can anyone help me with this question: What LFS tracking pattern should I use?

outer hinge
#

I'm confused with how you are supposed to manage the unreal engine repo... I have a forked repo through github and I am targeting the release branch. I can't check my changes in to forked version of the release branch

#

There are always "locks" on files and it flat out even lets me commit it locally

#

My changes are pretty simple - I modified ObjectMacros.h and I included the source for substance plugin to be included for convenience.

#

What am I doing wrong? This is using GIT btw.

somber kraken
#

On P4 and generally in source control with UE4 should we ignore the UProject file?

#

I only have 1 build machine with the engine built

#

and the others are working with the regular 4.22

#

my problem is when the servers builds the game and dedicated server everyone has to regenerate project files witch ue4 version... any tips?

fringe abyss
#

figured it out

#

its accept target

#

i looked at the diff (and it also says it right there in the file path, duh, no wonder they call it "source" control)

jolly lion
#

Hey ughhh anyone know how to get a SVN server setup? If so DM me please

spiral escarp
#

Look on YouTube,you can find there

fringe abyss
#

last night i turned off my p4server, and used my laptop to work on the latest version of the project, but since the server was off, i turned off source control and marked the files writable (in ue4) and saved them locally.. this morning,I turned on the server, and pushed all the changes to the server from the laptop and then pulled the changes but now running the project from the server machine some files aren't there

#

how would i fix something like this?

dusk dove
#

reconcile?

fringe abyss
#

ah thanks Zeblote i just googled it (after you said reconcile)

#

and it appears thats exactly what i need to do

#

i thought it was a joke at first when you said it, like i needed to pray ๐Ÿ˜†

#

it felt wrong turning off source control (never again)

dusk dove
#

it's a bit strange because the editor should auto reconcile the content folder when you try to submit with the plugin

#

sometimes it doesn't seem to be reliable

jolly lion
#

I know how to set that up I am talking about how to set it up for my team as poet forwarding it

#

So if someone knows how to port forward SVN for youโ€™re team can set it up let me know please tag or DM me

fringe abyss
#

@dusk dove that worked, thanks again!

wide bear
#

@jolly lion I'm just using SVN on an NFS share myself.

#

I may be able to help you but need more information. are you trying to make it available to team members outside your local network? did you already create a repository and try accessing it on the same machine?

jolly lion
#

Already created a repository I am just trying to make it available for my team outside of my network

#

But canโ€™t really find a way

wide bear
#

Okay, you would just need to forward a port on your router, and open a port on the host machines firewall, however that is a big security risk. It would be wise to look into doing this through a VPN.

#

if you can already access it from another machine on you network that firewall port is already open.

#

ISPs like to block ports used by certain services to encourage you to upgrade to their bussiness class

#

what are you hosting it with and is it port 80?

jolly lion
#

Port 80 yes

wide bear
#

yeah port 80 is usually blocked because it is used to serve http for websites

#

just change the port and update the forward

#

or, some routers will let you forward to a differnet port

#

so you could just do something like forward port 8080 to 80 on your internal network

jolly lion
#

You think you can DM me and tell me more about this like more description? @wide bear

steady mortar
#

hello. i have perforce set-up for source control. i am using it locally. i am looking to make my perforce server accessible remotely, so i can work on my laptop and on my desktop on the same project

#

can someone please provide me some information on what i need to do?

chilly frost
#

@dusk dove I tried that already but the conan dev kit creates some weird issue when trying to enable source controll - it basically will tell that none of the files exist. I think its hardcoded or something to prevent the sharing of those dev kit files in the internet unhindered? There are some files that are locked because they are marketplace content so most likely the source controll is "locked" in a similar way. My workaround works fine though too so its fine with me that way - project is small enough for that workflow anyway

willow tangle
#

Hello everybody, what do you guys recommend using as a source control for a remote team? I'm using SourceTree right now but it seems only good for a single person working on it.

molten marsh
#

Perforce

#

It has a 5 free user license by default.

#

You need to find a hosting solution for it though.

#

Either host it yourself on your own Machine or find a cheap online service with a bit of space.

willow tangle
#

Ahhh, ok thank you!

quaint obsidian
#

I think Git + LFS is the most efficient remote source control

willow tangle
#

what is LFS?

quasi oar
#

Hi, i'm trying to figure out how I should go about attempting to "merge" this texture array code https://github.com/fracturedbyte/UE4-T2DA into our custom ue4 source repo (ours contains vxgi and some other modifications) I'm admittedly not good with git/source control. Would I just make a new branch, copy in/replace with the texture array files? and then try to merge it back in addressing conflicts? It doesn't seem like that would work though since i would be overwriting files it would try to merge in unwanted changes wouldn't it? I use GIT w/ SourceTree UI

dusk dove
#

huh, a new version of the texture array stuff?

#

no you would add this repository as a remote and then merge their branch to yours

#

(of course you would need to be using 4.21.2 engine version like them)

#

(if you aren't, you would pull their branch, rebase it to your base engine version, fix the conflicts, then merge it to your branch)

cyan tulip
#

hey friends, I normally don't use source control because i'm a designer and I mostly work on my own machine, but I find the need to create some sort of version control at work because some of us are using the same assets

#

my workaround is to make copies of every asset when necessary but this is annoying and sometimes people forget to do so

#

and suddenly an animation or a material will change

#

which source control is best for this? perforce, git?

molten marsh
#

Anything other than Git

cyan tulip
#

haha, I read that git was working on 3d asset source control

median hawk
#

Git Path is supposed to be where Git is installed, right? Or is it the repo?

#

I've tried following tutorials and stuff to get this setup but it continuously tells me that Git isn't installed

dim pond
#

Seriously, for first timers and stuff with mostly binary files and hosting a repo locally, just go with SVN, it's the simplest to work with.

#

It's just update, commit, lock and unlock and it mostly works out of the box (unlike git LFS)

median hawk
#

Unfortunately I don't get an option on the matter, I'm part of a team and others determined we should use Git for some bizarre reason.
I'm very lost on why it insists that Git isn't installed though when it is. Am I missing something here?

jolly fog
#

I don't think there's an issue using Git for first timers. Cy, what did you use to install git, and on what platform?

dim pond
#

@jolly fog every single new team member where I work messes up their first push. It's a rite of passage.

#

Also, I'll say it: LFS is a huge band aid hack

jolly fog
#

Yeah I've seen that a lot. I've also seen pushing to master a lot with new guys, Ooohhh that makes me so very angry.

dim pond
#

LFS locking is a joke and whoever wrote that has never used actual locking version control

jolly fog
#

hah I wasn't aware of that! Remembering to fetch/pull before working should resolve that though.

dim pond
#

That's my whole beef with git: lots of remembering to be done, and lots of pain if someone forgets to rememebr

crystal dome
#

Did anyone use perforce before

hollow cipher
#

@dim pond using a GUI like gitkraken or github desktop helps a lot for people not used to use the command line, github app had some updates that makes me use the command line onlly in extreme cases

dim pond
#

@hollow cipher they were already using a GUI, lol

hollow cipher
#

๐Ÿ˜ฉ

#

UE have a built in git integration too, but in my opinion caos happen more around the infamous merge or rebase

dim pond
#

and since every pull is a merge... chaos happens all around

hollow cipher
#

๐Ÿ˜…

dim pond
#

the closest to idiot proof I got was some tool I found that had a "commit" button that would stash everything pull, commit, then push

hollow cipher
#

๐Ÿคช

#

At least is not push -f right?

dim pond
#

haha, oh boy

#

seriously, it felt like Legends of Tomorrow, going around fixing history every day

#

the best was people pulling into a working copy with uncommited changes

hollow cipher
#

By the way legends of tomorow was a good , thanks for unstashing it

halcyon cove
#

responding to some old messages but just want to shout out Plastic SCM since it doesn't get a lot of love. i'm still new to it but liking it way, way more than the other options.

dim pond
#

now that they finally have some way to try it without paying up front, it might get more exposure

#

their language-aware merge sounds very tempting

blazing elm
#

So for some reason, perforce isn't including c++ classes into the depot?

#

I have no idea what I'm doing.

#

Any advice?

#

Anyone?

dim pond
#

no idea, not enough information to advice on

blazing elm
#

So, upon setting up perforce, uploading the files etc, I open the resulting uproject and get this

halcyon cove
#

@blazing elm if you're pushing from the editor, c++ files don't get added. you need to push from p4v.

blazing elm
#

@halcyon cove I did. This happens after adding the files in p4v, then opening from the workspace.

#

Like, initial commit.

kind olive
#

Anyone know how to set which user groups have access to which depots in p4admin? I'm having a hard time finding it this morning. I have a few existing depots I need to exclude from some users

open lynx
#

Guys, how do I ignore Build/ Folder, but include Build/Android/res?

Tried

/Build/
!/Build/Android/res/
/Build/
!/Build/Android/res/**/*
/Build/*
!/Build/Android/res/*

Neither of this work

#

res folder still ignored

blazing elm
#

Anyone got any info on what to do about the issue I posted last night?

#

I've tried everything, source control shouldn't be this difficult....

halcyon cove
#

did you add the entire source folder and recompile in the workspace? @blazing elm

crystal dome
#

Is there a source control software that can lead your partner remote control the project?

blazing elm
#

I ended up having to compile from VS. I get those errors when I just start from the project file. It looks like when I do that some c++ classes donโ€™t show up in editor.

pulsar parcel
#

@open lynx the build folder should not be a part of your git/p4ignore

#

maybe Build/Scripts/obj/

willow tangle
#

Hello, i'm trying to connect my remote team to my P4V workspace, is this even possible?

molten marsh
#

Workspaces are per Client, you arent meant to share a Workspace.

#

You can share Users

willow tangle
#

Ohhhh....

molten marsh
#

Perforce has Users and Workspaces

#

A User can have many Workspaces

#

Those Workspaces are saved on the Client, but the Server maintains a record of it as well.

#

The Workspace is used to map the Depot to your local file system

willow tangle
#

Ok, gotcha, so I have to share my user name / pass with my remote team member for them to access and edit the server version of the depot right?

molten marsh
#

Yes

willow tangle
#

and then update my own depot with the edited server files

molten marsh
#

Or you can give them their own User

#

You can have 5 free users by default with Perforce

willow tangle
#

Oooo ok I see i'll try that. Thank you!

molten marsh
#

Good luck

halcyon cove
#

@blazing elm the dll files in Binaries maybe weren't updated? you can add them to source control if you want, or ignore them and make everyone compile when there are changes.

blazing elm
#

When I deleted the binaries, it messed up my lighting somehow....

flint ocean
#

Anyone know about Unreal changing DefaultInput.ini file type and then perforce scrambling it on submit?

#

Google tells me Epic had a bug for it in 2015 but I haven't seen anything more recent

halcyon cove
#

@flint ocean did it put in merge artifacts or something?

#

a bunch of lines like >>>>>> HEAD etc etc?

flint ocean
#

No, random asian characters between each line @halcyon cove

#

Which then on sync, unreal can't read - so all input is gone. We've been manually opening in Notepad++ and saving as UTF-8

#

but that's error prone for a whole team to worry about

crystal dome
#

anyone on?

cosmic nest
#

Hey guys I am stuck rn with figureing out what source control method to use. My older brother told me that I should start using Git with GitHub because it's a good resume builder because employers can see how often you commit (so basicly how active you are with coding) and that looks good. And he said the earlier you set it up the better because you will have more commits to show. I decided to do source control now, because of this and also because I look forward to being able to have a version history of my game that I can revert to and also collaborate with others on. So I did some research and I've concluded that Perforce is better than Git when it comes to large file sizes and UE4 games so I want to go with that. But the only information I can't seam to find online is does perforce work the same way as github regarding benefiting your resume? like my older brother described? Because my initial reason to start source control was to help employers view my commit history to see how active I am and to show off my projects. Does Perforce work the same way as GitHub in that way?

willow tangle
#

Does anybody know what to do if I get this error message? This is on the client side.

#

With Unreal and Perforce

halcyon cove
#

@cosmic nest my current preference is plastic scm. before that i was using svn, and perforce until i hit the limit on free accounts. git is pretty awful for unreal projects with more than 1 dev imo.

you won't be able to show off your projects to outsiders very easily with perforce unless it's setup to clone to a git that is accessible via the web? (i think assembla offers that service). GitHub has a 1gb repo size limit so that might not work for you, either. GitLab gives you 10gb.

quaint obsidian
#

@halcyon cove why do you think git is awful for collab?

halcyon cove
#

mostly because file locking sucks with it unless it's been improved recently, git lfs is annoying too

#

I still use it for everything other than game projects, though.

quaint obsidian
#

The UE4 git plugin helps with that.

#

LFS locking is good when you're actively working on a file and haven't pushed yet

#

but it's unlocked when you push

#

that's where the Git plugin comes in

#

it checks the remote branch to see if there's a later version of the file not on your local

halcyon cove
#

the last time I tried git with unreal file locking was unavailable

quaint obsidian
#

and locks it from being edited until you pull

#

well, it's not in the built in plugin

#

the developer of the git plugin has a beta version

#

the built in one hasn't been updated in years

#

and it works well, I believe there's just a few extra features he wants to implement that were never in the original plugin anyways

halcyon cove
#

he wrote the plugin for plastic, too.

wispy girder
#

i just passed my 10gb limit in gitlab. Are there any paid options for large repos?

#

for gitlab or any other?

quaint obsidian
#

@wispy girder azure devops has unlimited

lament ember
#

Why UE4 integration of source control is so SLOW? Basically to rename 1 file i need 15-17 seconds till ue4 will update the P4.

dusk dove
#

sounds more like your p4 server is very slow to respond?

blissful hazel
#

With perforce can you go back a revision of a blueprint and make that the master

forest flare
#

is Swarm been removed in 4.22 or renamed?

haughty ember
#

@blissful hazel yes

#

If using the newest versions

#

Just Undo Changes

faint sand
#

anyone here experienced with perforce?

haughty ember
#

@faint sand Just ask the question

faint sand
#

so i am trying to set up a perforce server and my partner can't connect to it, it always says connection time out check port

#

and it seems like my server is not listening on port 1666

#

but when I open my firewall, my partner would be able to connect, any idea on how to fix that?

fringe abyss
#

and then on your windows defender if thats what you use (allow an app through your firewall button)

#

i had a power outage recently while i was submitting files to my p4 server and now when i press submit to source control i get the checking for assets to check in dialogue but nothing happens

#

it seems like its running, maybe i should just try and leave it running for a while see if something happens ?

faint sand
#

I got it working, thx tho

#

๐Ÿคฃ

fringe abyss
#

yeah i left it for at least an hour now, and still checking for assets to check in

lament ember
#

@dusk dove I have no clue if that's server ping or not, but why it takes so long to rename the asset, even if it's already checked out and i don't need to check in...? have not tested p4 with my local server, and both of the servers i'm working on are in the US

dusk dove
#

if it's already checked out, rename shouldn't cause any delay

lament ember
#

@dusk dove it's the same for new assets, that are not even on the repo

dusk dove
#

actually I guess it does do a few things

#

I just tried renaming a thing and it flashed like 10 messages over the course of one second and then it was done

lament ember
#

i press ctrl+c ctrl+v and waiting for p4 -_-

#

@dusk dove hmm, i wonder why...

#

well, at least it's not ue4

#

ty for info

distant thicket
#

I'm trying to use the Git LFS 2 plugin (https://github.com/SRombauts/UE4GitPlugin) with locks, but any time I checkout a file I get "The following file could not be checked out from source control". The file then shows up as locked in UE4 and has a lock in git lfs, but I can't check it in through UE4 (only command line). Going by the issue tracker this is a recurring problem (and also it's barely maintained).

#

Does anyone have any ideas, or do I just go back to begging the money people to buy me Perforce licenses?

halcyon cove
#

if you don't want to beg for a perforce license, plastic scm or svn will work just fine.

molten marsh
#

Perforce has a 5 user free licence by default.

#

Just install it and go.

distant thicket
#

Unfortunately I'm in a weird situation where I have a team of ~10 but no funding for anything other than hardware ๐Ÿ˜›

#

We may end up giving the trial a shot and seeing how many workstations actually need access to version control.

molten marsh
#

Typically what happens (this is a common practice) instead of giving individuals a User, you give a department a User and then each individual takes a Workspace on that User.

#

So for example.

#

You may have 4 Engineers, using an Engineer user account.

#

But they all have a workspace under that Engineer user account each

#

Then you might give another User to the Artists

#

A User account to a automated build process.

#

Another for any external contractors

#

4 Users and you maybe supporting 9 actual developers

#

As the Workspace limit i believe is 20 (for free)

#

5 Users, 20 Workspaces

#

So technically you can support 20 developers

#

On the free licence

distant thicket
#

Ah cool, that sounds promising. Thanks.

#

It's gonna be an interesting conversation, most of our team are from traditional programming (Git) backgrounds, but it's becoming apparent that we really need locking support ๐Ÿ˜›

molten marsh
#

Git is not a good solution to working with UE4

#

Its underlying premise is completely incompatible to begin with.

distant thicket
#

Yeah, I guess it's a matter of being free, available and comfortable to us when we started.

#

But I'm getting sick of fixing merge conflicts by brute force because I don't understand Ours vs Theirs ๐Ÿ˜›

quaint obsidian
#

@distant thicket Does your LFS username set in the plugin settings match the one in git lfs locks? and your git provider?

#

Also idk why people jump on saying git is shit whenever there's a problem someone encounters, relevance be damned

#

People come in here all the time for Perforce issues but no one goes ahead and tells people to completely change their source control

#

If you don't know how to use git or provide support for it, maybe it's better not to say anything? idk

#

and that goes for all SCMs

#

somehow, we've bothered to actually use git properly instead of giving up at the first problem, and it has efficiently managed our entirely remote, ~70 developer team

#

and perforce may work for you

#

and that's great

#

but I don't think it's great to provide support in the form of recommending against a product someone's already using and asking for help with

rotund bobcat
#

anyone know if there's a command to check if a git lfs server is up and running

river tinsel
#

that fixes this issue

#

but in general

#

LFS have underlying design problem

#

where it works in different real than git

#

realm*

#

the two do not really talk to each other

#

the LFS protocol need redesign and tighter integration with git

dim pond
#

LFS locking is a hack and doesn't really prevent conflicts. Git's branch-centric design is a poor fit for UE4, IMO. You can make it work, but it requires your team to be very disciplined to avoid screwing things up.

faint sand
#

if I want to use perforce as a source control, do I have to creat that project inside the workspace folder?

dim pond
#

Yes. If your depot is empty, you can also point the workspace to your existing project folder

faint sand
#

how can I add another project to the depot

fringe abyss
#

@faint sand if you find this out please let me know, im ashamed but this is the reason why i use git for smaller projects and perforce for my big one lol

#

ALSO someone please help me

#

i can not submit anything

#

this happened after a power outage while i was submitting

#

the project is fine, just can't submit...

#

@dusk dove sorry for the tag, but you seem to know a lot about perforce (and i tried google)

dusk dove
#

try reconcile in p4v while the editor is closed

fringe abyss
#

@dusk dove should i just reinstall perforce? i have the project backed up somewhere else

dusk dove
#

how big is this depot?

fringe abyss
#

80gb

dusk dove
#

also your p4v is outdated

fringe abyss
#

i have windows dark mode installed via regedit and it screwed up p4v's UI

dusk dove
#

I've not had a case where reconcile did nothing, though someone else working on the same project did one time, and it magically solved itself two days later, that was weird

fringe abyss
#

yeah maybe its the 80gb thing, ill have more patience

#

ah

dusk dove
#

when the editor says checking for assets, it is running a reconcile command on the content folder

#

so if that doesn't work...

fringe abyss
#

i mean i left it for 24 hours (in ue4) pretty much , that should have gone thru the 80gb, i think

dusk dove
#

absolutely

#

usually reconcile takes seconds for thousands of assets

#

I don't have other ideas, other than try rebooting the p4 server

#

wait, did that power outage affect the server or your client?

fringe abyss
#

i was on the server machine using ue4

dusk dove
fringe abyss
#

lol

#

in any case, thanks, I'm going to setup the project again in perforce, that should do it

hexed sandal
#

Ola! I'm trying to get a piece of my game working right, and I can't seem to do it for a couple of days, but I'm always doing stuff with it, and basically my question is, is it ok to publish non-working (it compiles fine) code on a non master branch?

#

On my own repo that is

quaint obsidian
#

yeah

boreal crown
#

I have a problem. I want to ignore all StarterContent except for SM_Door. But when I set .gitignore like this:

#

It still ignores the whole forder including the file SM_Door.uasset and SM_Door.uasset file doesn't show in Unstaged area:

#

The file is there(I modified it multiple times and it was ignored before):

#

But if I remove SM_Door.uasset from the !BuildingEscape/Content/StarterContent/Props/SM_Door.uasset line, like this:

#

It removes the whole Props folder from the ignore list just fine, and shows all files in the folder in Unstaged area in git:

#

So ! works with Props folder but not with SM_Door.uasset file.
I don't get it, why?

#

I'm getting trolled by git or something. I even checked stackoverflow and it should work, as I understand:

#

How do I ignore the whole StarterContent folder but not SM_Door.uasset file?

hexed sandal
#

have you tried switching /props/ with /*/

#

as in StarterContent/*/door.uasset

#

I'm a noob so it prolly doesn't work but might as well give it a go xD

boreal crown
#

It's the same, as expected

#

It's not Sourcetree program neither, I just tried in git bash and it doesn't show up there as well:

hexed sandal
#

that's curious.. I wish I could help you but I'm a git noob as well. I'd be grateful if you'd let me know if you find a solution somewhere else

faint sand
#

When working with perforce, do u have to check out the file in order to edit to it

#

can u just edit it without checking it out?

wild sage
#

Yes, question is, why would you wanna do that? @faint sand

faint sand
#

@wild sage nvm I actually find check out useful now

jolly lion
#

Hey anyone think they can help me setup and port forward perforce so my team and I can all share my project, please DM me if you can help I need help as soon as possible

fringe abyss
#

it goes through everything, including port forwarding

jolly lion
#

Ok thx

surreal quarry
#

Does anyone have any thoughtful articles/discussions on Perforce vs. Git w/ LFS for unreal engine? Google results are a bit of a wasteland.

sharp fable
surreal quarry
#

@sharp fable thanks! I was basically looking for something to convince me ๐Ÿ˜›

#

I've used git all my career as a software eng. It's hard to see why I wouldn't continue to use it for gamedev.

#

hmmm, after watching, I'm not certain I'm convinced not to use git for myself + maybe a few other folks, but I can see how it might be a bad idea for AAA studios working with a lot of non-technical folks.

neat grotto
#

That's what I do.

#

I use GitHub for small personal UE4 projects, like game jams and such.

#

But I use Perforce for my long-term project.

surreal quarry
#

Hmmm, am definitely going to be working on a long-term project

#

@neat grotto any reason why you've gone with Perforce for your long-term project?

neat grotto
#

At the time it was what all my peers recommended for game dev, and I understand why.

#

It's a bit more straightforward at handling large binary assets, and the self-hosted version is free for up to 5 users.

surreal quarry
#

gotcha

neat grotto
#

I plan to explore using a git-based solution for our next big project, but switching mid project doesn't seem worth the headache.

surreal quarry
#

If you could retroactively switch over to git for free / zero time today, would you?

neat grotto
#

Probably.

#

I prefer the UX, and there's nothing like GitHub for Perforce.

#

Which drives me bonkers.

surreal quarry
#

yeah, I'm a little wary of going down the rabbit hole of firing up a DigitalOcean server and setting up a perforce server

#

though it probably isn't too bad

neat grotto
#

It's pretty simple these days, even for a sys admin novice like myself.

surreal quarry
#

I'm honestly probably just going to be working by myself and maybe with an artist

neat grotto
#

The installation is mostly automated, which is wonderful compared to how it used to go.

surreal quarry
#

I suppose I should at least give it a spin on a test project

neat grotto
#

That's the best way to evaluate it, I think.

#

That way there's nothing to lose. If you don't like it, you can bail out.

surreal quarry
#

cool, well, thanks for your input!

#

I appreciate it

neat grotto
#

Of course! I honestly think about this a lot. lol

#

I have a dream of hosting all my games on GitHub hahah.

surreal quarry
#

I'm hopeful

neat grotto
#

I just love the experience. Repo management is dead simple, issues, and the ecosystem, my god.

surreal quarry
#

it's the industry standard for like literally any other software engineering field

#

And it seems like the community wants it

neat grotto
#

Funny anecdote: despite the strong recommendation against using git for game dev, Autodesk of all companies switched from Perforce to git a few years ago.

#

Terabytes and terabytes of data.

#

There's a pretty interesting talk on YouTube from them about how and why they did it.

#

Interestingly enough, talent acquisition was a major motivator. A significant number of incoming hires know and love git, and expect to keep using it.

surreal quarry
#

haha, I can relate with that sentiment

neat grotto
#

Btw, another tip since you're coming from gitland: branches generally suck in Perforce, so start getting used to the idea of just committing everything to master. ๐Ÿ˜…

surreal quarry
#

oh

#

to be fair I do probably more pushing to master in git than I should be anyway ๐Ÿ˜›

neat grotto
#

๐Ÿ˜„

#

Honestly, I do too for most of my little personal projects and Nodejs tools.

surreal quarry
#

though I try to feature branch if it's a big change in case I want to hit the big red button

neat grotto
#

For sure.

surreal quarry
#

man, no branches though. I imagine that causes some project management nightmares

neat grotto
#

It can, but instead Perforce users typically rely on file locks.

#

You have to check out files in order to save changes to them. When you have files checked out, they're marked as locked, and no one else on the team can check them out until you check them back in.

fringe abyss
#

@dusk dove not that it matters but just thought i'd fill you in, i did not manage to recover from that episode, and to make matters worse i went and did a clean install but i wanted to remove the perforce service (p4s) so i wiped it from regEdit and deleted it via cmdline from services... that was a bad choice, because now it just wont reinstall, like its there, but it wont work no matter what, my workaround however has been to just use p4d.exe, and with that i am able to use perforce again...

dusk dove
fringe abyss
#

yeah i have a special ability at breaking things

dusk dove
#

were you currently using p4 while the power outage happened?

#

don't remember

#

if not it should have been able to just continue from the db + journal ๐Ÿค”

fringe abyss
#

yes i was submitting

#

after that, on any machine i tried the project from anytime i tried to submit anything it just kept saying checking for assets to check in, and never did anything... so i had to do that clean install

dusk dove
#

the fuck is it with the editor always adding empty lines to the end of config files

#

keeps marking them as modified for no reason

severe forum
#

Could anyone tell me how his experience was with plastic scm and unreal engine vs ue and perfoce ?

smoky trench
#

@open bone Has been using both, might be able to help!

severe forum
#

thanks, i will ask him.

open bone
#

that is the second time you pinged me lmao

#

today

#

i like plastic

#

it has some pants on head stupid moments

#

things like not coming with exclusive locking by default

#

(you need to configure it on a per repository basis)

#

there are some weird behaviors if you make a change, then pull latest of someone else's change

#

it complains about stuff it should just update

#

there is a very awkward behavior with submitting binaries, but I'm moving away from that for other reasons

#

also, the permission system makes 0 sense

severe forum
#

well, thats really good to know, what was your annoying/biggest problem so far?

#

is the administration a nightmare or simple to setup and and administrate ?

open bone
#

administration is just weird

#

it has it's own way of doing things that is different

#

which, i guess is fine?

#

once you learn it

#

but like

#

the ALL USERS permission group overrides individual groups

#

so if you have two developer groups, and you want one to have perm and the other to not, you have to remove ALL USERS

#

and add the groups on an individual basis

#

like, it's just weird

severe forum
#

sounds very annoying

open bone
#

also, Importing UE4 causes it to create a user account for every person that has ever submitted to UE4

#

and you have to unlicense them after it

#

becuase they'll take up your license spots

#

even though they aren't real accounts

#

like, don't get me wrong

#

these are things that I fixed rather easily once I googled it or emailed for support

#

the rest of the workflow has been really fun

#

I prefaced this with "I like Plastic"

#

however, when doing UE4 work, I would rather use perforce over plastic, but that's just because all of the tools work better with perforce

#

or, with things like UGS, only work with perforce

#

I use Plastic because I can't afford perforce on the same scale that I need to use Plastic

severe forum
#

would you consider having code in git repo and binary files in perforce ?

open bone
#

oh god no

#

i wouldn't use git for UE4 at all

#

I would use Plastic

#

like, Plastic is good

severe forum
#

well plastic scm sounds for me, like its splitting code in a git repo and binarys in a perforce depor/stream

open bone
#

well, maybe under the hood

#

but as far as workflow is concerned, it's all one behavior

#

and I really like it's branching system

#

I wish UE4 supported asset merging

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holy shit the fact that UE4 uassets can't merge really fucks with the best way to use plastic

river tinsel
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plastic ignore.conf

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is garbage beyond imagination

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it's sole reason why I don't use plastic

open bone
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i dont mind it

severe forum
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okay, diffrent approch would you consicer gitcentralization (some self made plugin on the market, sounds like a normal git integration for me, but i dont have any experience with it)

river tinsel
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I would git lfs integration with git

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not git lfs working on top of git

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git server have no idea is some file is locked

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and doesn't give shit about it

severe forum
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yeah i read about a lot of that stuff, still im clueless

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did you had any problems with jenkins/bamboo and plastic scm ?

halcyon cove
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I've been using plastic. I really like it

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only problem I have with it so far is the ue4 plugin isn't included with the engine

severe forum
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i think/thought its simple to install as far as plastic scm describes it on there website

halcyon cove
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it is very simple, just another step

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i don't have a lot of issues with it :D it's been working out really well.

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they give you a free trial on the cloud version

severe forum
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yeah i know, i was thinking about it but i have already perforce setup on my server and dont want to setup plastic scm without enough information how people think about plastic scm and git lfs in 2019.

halcyon cove
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well git is awful for game dev imo, perforce is good but outrageously expensive when you go beyond the indie trial. I like plastic more than perforce anyway

severe forum
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right now i tested perforce and git but i use git at my work so i know how to work with it already.

halcyon cove
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the plastic GUI is better, and supposedly is faster. I haven't tested that personally

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svn is fine too... better than git.

severe forum
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well in my opinion perforce (p4v) gui is terribale at the response and dosnt want to work that well as with p4 over cmd commands

halcyon cove
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p4v is... ok. plastics gui feels more modern and it's faster to do most things

severe forum
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i guess i will stick to perforce, people saying its gold standard, dont wanna waste another 2 weeks playing around with ue4 and all the source control posibilities. lets see how long it takes till i switch from perforce to something else. Thanks for all the help ๐Ÿ™‚