#source-control
1 messages ยท Page 42 of 1
:v
just randomly thought of it, dunno how visible the warning is on their website these days
A lot of the time the graphics people are going to be doing meshes and stuff, they won't be logged in.
we'll just make sure no more than 2 are using it at once I guess.
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.
it's not 5 users online, but 5 users existing
I'm sure if you make more than 5 the installation phones home and tells them.
you can then make 20 workspaces with those
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.
wait, you found a price page?
if you're so scared to put your price front and center it makes me question your product
there isn't supposed to be one
Well I found this from 2010: https://www.perforce.com/press-releases/perforce-software-announces-subscription-licensing-its-software-configuration
Alameda, Calif., September 7, 2010โPerforce Software has added subscription pricing to its licensing options, giving customers more choices when adopting its Software Configuration Management (SCM) system. Subscription licenses are sold for a one year term, offer a lower bu...
says $360 per user
a lower buy-in cost for new customers
implies more expensive later
they don't want to tell you the price, because it's so overpriced lol
Yeah. there is no way to this check in/out with git huh?
there is git lfs locks, it was pretty bad when I last tried using it but maybe it's better now
I remember someone in this channel was working on upgrading lfs
I'll stick with this then and work it out. Can a user log in from two different computers at once?
and then each station use a different workspace?
I don't think we'd ever had more than 2 graphics team logged in at once, but just in case.
yeah you can use multiple workspaces with the same user at once
you're probably not meant to use it like that tho 
We'll try to avoid it until we can afford licenses.
So i just tested the lock system again. I checked in a file on A, it was showing as checked out in B. I refreshed p4v manually, and switched folders, but it still showed as locked on B, over the next few minutes I checked every minute or so, but it was still showing locked. After around 10 minutes I switched folders again and this time it cleared.
I have no idea where that 10 minute timer is coming from.
I hope it's not matching the autosave timer, because I'd like to reduce that without reducing the autosave
im using git lfs
ive used perforce as well
i think github desktop and git lfs is just way simpler to use
there is like 1 command i need to know , the rest is all UI
@tranquil walrus
been 60 days on it, im paying 5$ a month because im using around 20gb of data, so its 5$ per 50gb data packs per month, its free under 1gb for lfs
got 3d models, levels, lightbuilds, textures... not 1 issue
I've been using git alone until now. If I was still developing alone I'd keep using that.
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.
we have about a 60 person dev team and we use git
it works great, file locking and HEAD version checking makes conflicts not happen
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.
@quaint obsidian did you ever get to releasing those lfs improvements
that's already out
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
yes it is possible, but it needs a server modification
multithreaded locking works well enough, it gets rid of the performance issues
nice
guess the server modification would only be reasonable if it was somehow integrated in the official lfs
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.
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
you gotta set the files you want writable to writable in the typemap
Ahha
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
we don't have any built files checked in to perforce
All the intermediate and binary directories had been set read only even though they weren't tracked and were in the ignore file.
So visual studio suddenly couldn't build because it kept failing on random read only files
I sorted it but just thought I'd make a note. I'll set up the typemap when I'm back
uhh you definitely shouldn't be checking in intermediate
make sure you ran the command that makes the ignore file work 
I wasn't checking them in they were excluded and I never added them. Yes I ran that set command
(and that your ignore file actually called .p4ignore)
strange then
it doesn't touch my ignored files
It may have touched them before I set them ignore
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
But I never manually added them
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
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
We are using Perforce for our SC. We are going to begin integrating Discord and Steam SDKs for the store, achievements, etc.
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.
or is there really not a point in branching for each SDK and just integrate them all into the main branch
Just looking for best practices. ^_^
hahahah. but i guess i mean will the Discord and Steam SDKs conflict or have issues?
thats the thing. i dont think branching works backwards that way. you branch down and merge up
but your not supposed to ride out the branches down
such as a Discord and Steam branch.
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.
The problem may end up being trying to integrate changes into each branch
If you can, and you should be able to, just get the current platform you are on and run the logic as needed
If a platform requires the exclusion of competing SDKs, just delete it before submitting
Since the SDK won't be running on there anyway, it shouldn't ever be called
Of course, that's just one way to do it
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
Just one simple platform check toggle when packaging. Will exclude things in final build.
That would be helpful. But you are right in that it SHOULDNT matter, but you never know when it comes to competition. ๐
fk branches if you are an indie, seriously
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
๐ 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.
but this was just brought up as a should we, will they conflict, etc.
We are only doing Discord for now as thats where we are going to have our private early access for our community.
branch merging is pretty fast unless you somehow touch everything constantly
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 ๐
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) ๐ฎ
But merging uassets that change between branches ๐ค
Does file locking work across all branches or per branch in perforce?
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" ๐
@pseudo osprey unreal works like shit if you branch
all your BPs are unmergeable, and all your uassets too
and they WILL separate
you have branch A where you are doing some logic in the character, and you added a few blueprint parameters
on branch B you fixed a bug that changed couple nodes
RIP
ideally, but also that goes back to >fk branches if you are an indie, seriously
no time to C++ everything ๐
for our project, we have two branches: content and dev
dev is for the latest engineering work, gets the latest engine builds, dogfoods all that stuff
then around once a week, or whenever we think it's stable enough, we give it to our creatives in the content branch
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. ^_^
but we also dont branch either.
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.
i guess thats one good reason for C++ file vs blueprint construct
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
Anyone encounter this or have any advice to circumvent this?
I've used sourcetree with github and not run into that issue.
@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
@tranquil walrus Yeah Im trying to track in what the issue is, as its a hard lock
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.
interesting
what plugin are you using?
the UE4GitPlugin 2.1 ver
But even disabling that, was trying Diff Against Depot and it freezes
i get this trying to diff against a revision. Any idea what this means exactly. Searching le Google has given mixed answers
@quaint obsidian
We are on 4.16 still so we are using an older version.
Yup
@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
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:
Author says it's Ok to add this .db file to .gitignore
I'm using VS 2017 and I don't have that file in the main directory of the solution
yeah it's normal, it's just intellisense info stored in a file and stuff
I thought they might change how it's all stored in VS 2017
So I just ignore whole .vs folder and I'll be fine? Ok, then. Thanks 
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/*```
that contains a lot of irrelevant garbage lol
What does?
the ignore file above
when optimization goes too far, culling your default .gitignore ๐คฃ
like # Fortran module files
๐ค
I'm also reading through Pro Git book and they said they have 206 .gitignore files for their Linux Kernel solution, or something

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
better ignore too much than too little ๐
actually no
because then you'd be missing some files and maybe not even notice it
like just ignoring all libraries makes no sense if you have some plugins with prebuilt third party libs
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?
that seems very strange and probably just accidental
No, no, he did it on purpose
there'd be no advantage for it
I suppose if you wanted to use a single repo strategy for many projects it could make sense
but that'd be a strange thing to do with git
What about if you will have a model of your solution in UML or something?
normally people only do monorepo stuff with perforce
you generally won't, if you use unreal
but you could just put it somewhere in the project folder if you did
nothing's stopping you from making more folders in it for storing art source files or anything else project related
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.
having the project in a subfolder for no reason would be strange
@gentle lagoon i think you need check out the blueprint first
how do I setup ignore files with perforce?
@quaint obsidian well I have but still gave that read only bit.
And now I'm dealing with git lfs repo not being detected.
Hey everyone! I'm pretty new here. Could anyone give me a hand with adding the first project files to Perforce?
@quaint obsidian Can you help me with my set-up?
Bump
There are plenty of tutorials on youtube man.
I've check them and followed, but the files won't complete at the end of the submit
If you know of a specific one that may be easier to digest, can you link it?
Isnโt that what the point of this channel is for to get help ? ๐
ita very easy:
- rename project folder
- set up empty depot and create workspace in its place
- set up and enable ignore file
- set up typemap
- rename project folder back
- 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
- submit first changelist with all the files
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?
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:
And when I type git rm "~$Box.SLDASM" to remove ~$Box.SLDASM from tracking, it throws this error:
you could do git reset --hard to get rid of all unstaged changes
Cool, thanks, it worked 
I managed to remove deleted ~$Box file with git add -u "~\$Box.SLDASM", but not with second one, reset worked on this long file
I'm having some trouble with Perforce
I set up a server, have P4V and P4Admin connected to it, works great
In-engine when trying to connect, it auto-fills the server, user, etc., but it says "no workspaces found"
Ok, turns out the auto-filled username was wrong. Weird, but it works now ๐
Anyone has a list of files you track with git lfs for unreal?
something like this maybe? https://gist.github.com/nemotoo/b8a1c3a0f1225bb9231979f389fd4f3f
@royal ginkgo we have our git config on github
https://github.com/ProjectBorealis/Base-Project/blob/master/gitattributes.cfg
we don't store raw assets on git though
thanks, I will take a look.
@quaint obsidian you store binary assets on some external server like Epic ?
or do you store uassets in git lfs ?
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 ;/
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
is it possible to invite someone to a github project as a collaborator but with limited permissions like clone only or something
you cant
i thought you could add them as read only
I'm guessing not, but is there any way to restore local files that were overwritten during a revert in perforce?
@scenic horizon not really, unless somehow there is a file backup somewhere on the machine
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.
What do you mean?
Use Reconcile Offline Work in P4V.
Be careful though, if you dont have proper ignore files or typemap setup you could end up with alot of trash you dont want.
Safest option is to find the specific files you want after it reconciles and only check those in.
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?
Okay, I figured it out here. I'm still getting used to perforce.
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.
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?
you set it on the server, it works like a suggestion list for default file types
anyone can submit a file with a type different from the one in the typemap at any time
Okay, so only the p4ignore has to be individual set on every machine
yes
Thanks again. I think we've finally got it all set up and working.
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.
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.
@tranquil walrus did you checkout the file
I ended up having to close the editor and sync with P4V directly
anyone know how to make a new commit, which partially reverts a previous one
ie, revert deleting files, but keep modified ones in a new commit
*_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?
@tranquil walrus is there a specific reason you want to not have lightmaps on source control?
The editor can generate their own can't they? I was just using an example p4ignore for perforce
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
Okay, I'll consider that, but is there a way to actually tell the editor to ignore a file?
I don't think there is, at least I haven't seen one
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?
yeah, assuming you did the p4 set ignore=.p4ignore (or similar) command
I am not sure if this needs to be run in each workspace but assuming it doesn't
@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...
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
you can use the git plugin for ue4 to submit in editor and check out files to lock them
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.
did not know that mastercoms, thats good to know
so the equivalent of github stash changes is perforce shelve ?
you mean this srombauts plugin @quaint obsidian ?
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?
but version control for your assets and sequencer files is the main reason people use perforce at all ๐ค
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
Also source control IS version control
@fringe abyss Thank you for your response! It's much appreciated.
your welcome!
im just wondering if ue4 actually already uses srombauts github plugin than why doesnt it just use the latest version?!
that would require someone at epic to regularly update it
@fringe abyss because it's not 100% complete yet. SRombauts isn't comfortable with submitting the update yet, iirc
@dusk dove they could just hire me, i wouldnt mind ๐
the docs mention the ugs tool for perforce, is that tool public? if so where would i get it
it comes with the engine source
getting custom builds of the engine and project distributed to non-programmers is the point of ugs ๐ค
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?
did you add the binaries to your path?
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?
which version of the git plugin are you using
anyone here use synology NAS drive with perforce? ๐ค
@carmine walrus how do i add it to the path in linux?
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?
UPDATE: Looks like the "Add New Version" button can actually add Old versions. Hopefully it won't update itself when I have multiple versions.
It shouldnt auto update a major version ever (maybe its a setting?)
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
Is there anyone who could help me integrated Wwise with perforce. I am stuck and confused.
Any thoughts on Bazaar or Mercurial?
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
Thanks @wide bear
if I delete something in perforce
like in ue4
and submit deleted content
it removes all revisions and will free up the space right ? ๐
Thanks , will have to be careful with obliterate then ๐
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 ..
Anyone available to help with perforce problems and wwise ๐ฆ
I'm not sure what this means
Do you have the right IP address to the Server?
Could indicate a stability issue with the connection.
did you forget the :1667 or whatever the port is
Crap - what's the default Perforce Super password that comes with the trial?
Something like p@ssword?
ah sorted
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
close the editor and it will tell you 
any proper way maybe?
apparently file > choose files to save opens the same menu
yeah, but i want to reload them, not save
i believe its in other filters?
@quaint obsidian thank you! (it's so obvious...yet i failed to see it)
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
@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
Right now I do, butยจthat is only to get things running, I have another that will be my server later on ๐
I will try this tho, thangs for point me somewhere!
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?
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...
What do you mean from Unreal?
(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.
@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
@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
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.
no, it does not. He uses the username and the workspace name he "log in" wich when he boots p4v
still dont work.
ยจ
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
:/
Yes that I am sure of. As said, if we only uses perforce ( adding the ip and the port we can connect) it works.
Im talking about the Editor Plugin, not P4V
So he isnt using just 1666 as the IP.
no, this is a pic from my computer
yes
With it open in P4V will it let him connect via the Editor.
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
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.
can you show your name in p4v
Because in my case
it is this name right
(that is working) but just double chekcing
Can you connect via the Editor?
how do you mean?
Your using a Stream instead of a regular Depot
Just stick with a regular Depot if your happy to recreate one.
Yes
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..)
You need to make another workspace for the new depot
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".
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
@short pivot it looks like you're trying to submit the entire editor to git?
or the content folder?
@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
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?
@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
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?
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
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 ?
@carmine walrus Is Azure Devops any good? Im considering using it. Also then, how would I upload my existing local Project to it?
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
do you use Git-LFS with Azure Devops too?
ok, thanks
@hollow niche i use perforce on my local server we are 2 teams around 3 person each and it works well
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
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?
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 ?
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
Anyone have experience with Wwise and Perforce that could help me?
I can also the the commit in Git itself, was completed like 10 minutes ago
@last island if you use perforce file size wouldnโt 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)
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 !
Oh gotcha ok. Yeah perforce as far as I know doesnโt have a size limit
Perforce can be hosted on your own too which is a slight downside to something like github
Meh, I can live with that, I think I'll try it
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
Example of error logs: https://pastebin.com/dS9JsfHv
current ignore file: https://pastebin.com/TZmmT5g1
if anyone has any ideas I'd be happy to hear them
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.
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
@wispy girder are you using git lfs
@last island use azure devops repos, they have unlimited space for up to 5 users
Oh I didn't know about this, thanks ! I'll check it out
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 ๐
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
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
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
restart p4 service?
doesnt for me
then you're doing something wrong sadly
show ignore list?
And also location of that p4ignore
and exact steps you are doing
it works for everyone on the team but me
Um, can't remember if you can do it in regular notepad, but I use notepad++
that exact file?
yes
Just humor me
i cant even create one
remove the .txt and make it only .p4ignore
it wont let me save
But I don't know if you can do that with notepad , I know you can in notepad++
Or Atom
i do have notepad ++
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
Finally, try P4INGORE=(filepath)
yep
my config?
aye
but you can change the location of everything else
nor can i uninstall p4v
You can create a custom Config file
@jolly fog watch this video: https://www.youtube.com/watch?v=Nr5IVOe4Rk0
This video demonstrates how to prevent certain kinds of files from ending up in your Perforce Helix depot. The trick is to set the P4IGNORE variable properly...
you watched?
thats how i created this config
did you read the comment
yes
if using spaces, use quotes
qoutes do not work
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
GGWP
Now that looks better
no strange msg after
But you might want to do quotes after P4IGNORE= if that doesn't work
Did you try before?
like, see if ignore was working
wait..
why the space again
are you trolling?
still doesnt work
well no shit
stop putting random spaces where it's not needed
Try with and without the quotes
nothing
Put your workspace in a folder file path without spaces in the name
Hi! Can anyone help me with this question: What LFS tracking pattern should I use?
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.
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?
i want to submit/keep/accept the local file i just edited, which button do i press?
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)
Hey ughhh anyone know how to get a SVN server setup? If so DM me please
Look on YouTube,you can find there
@jolly lion see this https://youtu.be/tZQJLnNe1bI
Step by step video on how to setup your Unreal Engine 4 Project for Subversion hosted on your local disk in Windows. Links: Tortoise SVN: http://tortoisesvn....
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?
reconcile?
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 ๐
it felt wrong turning off source control (never again)
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
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 youโre team can set it up let me know please tag or DM me
@dusk dove that worked, thanks again!
@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?
Already created a repository I am just trying to make it available for my team outside of my network
But canโt really find a way
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?
Port 80 yes
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
You think you can DM me and tell me more about this like more description? @wide bear
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?
@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
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.
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.
Ahhh, ok thank you!
I think Git + LFS is the most efficient remote source control
what is LFS?
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
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)
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?
Anything other than Git
haha, I read that git was working on 3d asset source control
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
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)
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?
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?
@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
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.
LFS locking is a joke and whoever wrote that has never used actual locking version control
hah I wasn't aware of that! Remembering to fetch/pull before working should resolve that though.
That's my whole beef with git: lots of remembering to be done, and lots of pain if someone forgets to rememebr
Did anyone use perforce before
@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
@hollow cipher they were already using a GUI, lol
๐ฉ
UE have a built in git integration too, but in my opinion caos happen more around the infamous merge or rebase
and since every pull is a merge... chaos happens all around
๐
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
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
By the way legends of tomorow was a good , thanks for unstashing it
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.
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
So for some reason, perforce isn't including c++ classes into the depot?
I have no idea what I'm doing.
Any advice?
Anyone?
no idea, not enough information to advice on
So, upon setting up perforce, uploading the files etc, I open the resulting uproject and get this
@blazing elm if you're pushing from the editor, c++ files don't get added. you need to push from p4v.
@halcyon cove I did. This happens after adding the files in p4v, then opening from the workspace.
Like, initial commit.
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
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
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....
did you add the entire source folder and recompile in the workspace? @blazing elm
Is there a source control software that can lead your partner remote control the project?
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 donโt show up in editor.
@open lynx the build folder should not be a part of your git/p4ignore
maybe Build/Scripts/obj/
Hello, i'm trying to connect my remote team to my P4V workspace, is this even possible?
Workspaces are per Client, you arent meant to share a Workspace.
You can share Users
Ohhhh....
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
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?
Yes
and then update my own depot with the edited server files
Or you can give them their own User
You can have 5 free users by default with Perforce
Oooo ok I see i'll try that. Thank you!
Good luck
@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.
When I deleted the binaries, it messed up my lighting somehow....
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
@flint ocean did it put in merge artifacts or something?
a bunch of lines like >>>>>> HEAD etc etc?
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
anyone on?
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?
Does anybody know what to do if I get this error message? This is on the client side.
With Unreal and Perforce
@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.
@halcyon cove why do you think git is awful for collab?
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.
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
the last time I tried git with unreal file locking was unavailable
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
he wrote the plugin for plastic, too.
i just passed my 10gb limit in gitlab. Are there any paid options for large repos?
for gitlab or any other?
@wispy girder azure devops has unlimited
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.
sounds more like your p4 server is very slow to respond?
With perforce can you go back a revision of a blueprint and make that the master
is Swarm been removed in 4.22 or renamed?
anyone here experienced with perforce?
@faint sand Just ask the question
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?
@faint sand check out this tutorial that goes specifically over how to do a port allow through your firewall https://www.youtube.com/watch?v=lkjNJ2roykw
Ever wanted to work with friends on an Unreal Engine 4 project but just couldn't figure out source control? Look no further! Collaborate with your friends, w...
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 ?
yeah i left it for at least an hour now, and still checking for assets to check in
@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
if it's already checked out, rename shouldn't cause any delay
@dusk dove it's the same for new assets, that are not even on the repo
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
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
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?
if you don't want to beg for a perforce license, plastic scm or svn will work just fine.
Unfortunately I'm in a weird situation where I have a team of ~10 but no funding for anything other than hardware ๐
We may end up giving the trial a shot and seeing how many workstations actually need access to version control.
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
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 ๐
Git is not a good solution to working with UE4
Its underlying premise is completely incompatible to begin with.
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 ๐
@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
anyone know if there's a command to check if a git lfs server is up and running
@distant thicket https://github.com/iniside/UE4GitPlugin
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
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.
if I want to use perforce as a source control, do I have to creat that project inside the workspace folder?
Yes. If your depot is empty, you can also point the workspace to your existing project folder
how can I add another project to the depot
@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
has been liked this for 24 hours
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)
try reconcile in p4v while the editor is closed
it doesnt seem to be doing anything
@dusk dove should i just reinstall perforce? i have the project backed up somewhere else
how big is this depot?
80gb
also your p4v is outdated
i have windows dark mode installed via regedit and it screwed up p4v's UI
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
click this
when the editor says checking for assets, it is running a reconcile command on the content folder
so if that doesn't work...
i mean i left it for 24 hours (in ue4) pretty much , that should have gone thru the 80gb, i think
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?
i was on the server machine using ue4

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

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
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?
Yes, question is, why would you wanna do that? @faint sand
@wild sage nvm I actually find check out useful now
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
@jolly lion https://www.youtube.com/watch?v=HOaDZEG49Z4 this is the tutorial we followed for all of our gamejams working with global team-members
Ever wanted to work with friends on an Unreal Engine 4 project but just couldn't figure out source control? Look no further! Collaborate with your friends, w...
it goes through everything, including port forwarding
Ok thx
Does anyone have any thoughtful articles/discussions on Perforce vs. Git w/ LFS for unreal engine? Google results are a bit of a wasteland.
https://youtu.be/SGPleVfrPyo?t=1677 this is a good talk on why you dont want to use git with ue4
Join Ari as he recounts the pitfalls, tips and tricks learned during Housemarque's first year of using Unreal Engine 4 for AAA development.
@sharp fable thanks! I was basically looking for something to convince me ๐
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.
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.
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?
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.
gotcha
I plan to explore using a git-based solution for our next big project, but switching mid project doesn't seem worth the headache.
If you could retroactively switch over to git for free / zero time today, would you?
Probably.
I prefer the UX, and there's nothing like GitHub for Perforce.
Which drives me bonkers.
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
It's pretty simple these days, even for a sys admin novice like myself.
I'm honestly probably just going to be working by myself and maybe with an artist
The installation is mostly automated, which is wonderful compared to how it used to go.
I suppose I should at least give it a spin on a test project
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.
Of course! I honestly think about this a lot. lol
I have a dream of hosting all my games on GitHub hahah.
I'm hopeful
I just love the experience. Repo management is dead simple, issues, and the ecosystem, my god.
it's the industry standard for like literally any other software engineering field
And it seems like the community wants it
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.
haha, I can relate with that sentiment
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. ๐
oh
to be fair I do probably more pushing to master in git than I should be anyway ๐
though I try to feature branch if it's a big change in case I want to hit the big red button
For sure.
man, no branches though. I imagine that causes some project management nightmares
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.
@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...

yeah i have a special ability at breaking things
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 ๐ค
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
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
Could anyone tell me how his experience was with plastic scm and unreal engine vs ue and perfoce ?
@open bone Has been using both, might be able to help!
thanks, i will ask him.
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
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 ?
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
sounds very annoying
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
would you consider having code in git repo and binary files in perforce ?
oh god no
i wouldn't use git for UE4 at all
I would use Plastic
like, Plastic is good
well plastic scm sounds for me, like its splitting code in a git repo and binarys in a perforce depor/stream
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
holy shit the fact that UE4 uassets can't merge really fucks with the best way to use plastic
plastic ignore.conf
is garbage beyond imagination
it's sole reason why I don't use plastic
i dont mind it
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)
I would git lfs integration with git
not git lfs working on top of git
git server have no idea is some file is locked
and doesn't give shit about it
yeah i read about a lot of that stuff, still im clueless
did you had any problems with jenkins/bamboo and plastic scm ?
I've been using plastic. I really like it
only problem I have with it so far is the ue4 plugin isn't included with the engine
i think/thought its simple to install as far as plastic scm describes it on there website
it is very simple, just another step
i don't have a lot of issues with it :D it's been working out really well.
they give you a free trial on the cloud version
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.
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
right now i tested perforce and git but i use git at my work so i know how to work with it already.
the plastic GUI is better, and supposedly is faster. I haven't tested that personally
svn is fine too... better than git.
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
p4v is... ok. plastics gui feels more modern and it's faster to do most things
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 ๐
