#source-control
1 messages ยท Page 44 of 1
Marked for Delete
Ok so if you right click on your Depot do you have a "Reconcile Offline Work" option?
yeah tell me about it.
I don't really understand it and it seems poorly documented. I just waned to be able to roll back changes. ๐ญ
and when I need it to do that it seems to be causing more problems then if I just had a hard backup
You do have to learn how to operate the software appropriately though.
I feel like i'm just gonna break shit.
I've pretty much used Github a bit for some work
yeah.
Ok now Reconcile Offline Work.
Just hit Reconcile
There is probably a bunch of nonsense in there but this should get you back to where you were hopefully.
Ignore the Dashboard.
You should mark 3 of those folders for Delete
DerivedDataCache
Intermediate
Saved
You dont want those on Perforce.
Well once agaiun
I can never get perforce to actually delete anything
so I marked for delete, and submitted
Okay
So good news.
Although I lost some work re-organizing the files and folders, at least it looks like the animation notifies are not broken
okay so what do I do with these in my dashboard?
I don't want either of those changes
I guess dont get latest, then simply recommit it, it should overwrite it.
so those folders you mentioned can't be in my perforce folder?
my entire project is in that folder, cause it wouldn't recognize it otherwise in ue4.
Wait what?
๐
What folder
(P4V will still list Intermediate, Saved folders in the Workspace view even if they're not version controlled)
Yes i know, but Reconcile Offline Work will cause them to become picked up and put on the Server.
Assuming you havent got a P4 ignore setup correctly
It's freaking out about the out of date files
and won't let me submit it, i'm afraid i'm gonna break stuff.
screenshot your current Saved Changelists again? ( ๐บ Pending tab)
I reverted it back.
So it's empty
but the 'dashboard'
has those garbage CL
should I hit get latest on my workspace?
it sounds like you need to
- update your files (run Get Latest)
- get an older revision of your files (run Undo Changes) which should create a new changelist #26 or 27 or 28 or whatever you're up to with the appropriate modifications to files
- confirm it all works and submit if successful
side topic that Devils touched on -- do you have an ignore file set up and working?
I assume if it wans't set up by default,. no
ok, you will want to do the bare minimum to get your project back on the rails right now and then make that a top priority
ok.
Right now I need to re-fix it because getting latest files broke it again
hold on.
what do you mean by "re-fix"
Get revision?
Well before I got recent files it worked
here is the TLDR
everything after update 21 breaks my project
im now up to 29
trying to roll back changes
I just wish I could nuke EVERYTING after 21
but apparently I can't.
get revision is not the same process as undo changes
I know
so what am I looking at actually doing?
I want to keep revision 21
and not have anything after it was submitted
you need to make sure your project is totally up to date and in sync with your perforce server, and then you need to run undo changes - now where I get stupid is that I haven't ever run undo changes on any complex setups. I think you may need to run it for each changelist. might want to google undoing multiple changes in perforce
would it make more sense at this point to say fuck it
and branch it?
This is still at this point a learning project and nothing super serious. But i want to have some version control exactly for things like this when I made a boo boo
So we're not talking about some major 5 year project but I'm trying to learn this stuff as I go.
IMHO, if you're the kind of guy who likes to duct tape his bumper back on his car instead of learning how to properly replace/repair it, sure just branch it ๐
Well trying to roll it back has, made 6 junk revisions.
when I search for how to roll back stuff in perfroce I get a lot of nothing
I get a lot of videos on how to set up the server
I get a lot of stuff about everything BUT actually undoing stuff and reverting
so fuck, what's another 6 revisions at this point.
So I want to load my project and exit it to make sure that it's up to date with the server
my tiny project has 770 changes, it's just a number, nobody cares how big it gets
Well I really appreciate you and @molten marsh for helping me, it means a lot. I know strangers don't owe me anything so I wanted to say that this means a lot you're willing to answer my noob questions and try to help me un-mess up my mess.
so have you tried undo yet? I would try running undo on your changes from most recent to the "good" one, one by one. I think in command line you can just specify a range of revisions but I don't see the same option in P4V at a glance
Okay so I logged into my project, made sure i was checked into source control, checked there was nothing to submit, and exited.
So now that I know my project is 'up to date' let's try 'undoing'
OMG now it's giving me something about clients. OML
I did open the administration window, but didn't change anything because the website said I should look into making a server backup or checkpoint
which I was unable to do, unsurprising.
that's a new one to me 
Well Perfroce seems to have eaten my project yes
This program seems to be impossible for me to work withj
I can't undo a submission, it just keeps stacking
I can't roll back to an older state
I don't know what to do, branching dosen't seem to work
I guess I'll just need to entirely make my project over again from scratch
should only take a month no big deal
Anyone have a suggestion for source control which won't break my project?
All I ever wanted was to be able to revert to an older version if I messed something up. I'm just doing a one person project, I don't need some server side enterprise program with command lines and and a interface that doesn't let me actually revert my files
At this point it feels like duplicating the project under a different name having 100 version of the project would be more productive than a source control program that can't roll back one revision.
Sorry for the rant I'm just really demoralized and need some sleep right now
@green lantern Perforce rolls back just fine, you managed to compound multiple issues as well as just simple lack of knowledge on best practices when using the software.
Probably
Everything i do to try to fix it just makes it worse
And I don't know if I can trust software that is going to eat my project down the road for reasons I don't understand
Your main issue is that you dont understand Perforce.
You have learnt alot of it today.
I'm not sure I learned anything other than indont understand it.
You learned what a CL is, what the Pending list is, how to revert a saved CL....
You have learnt a lot.
And I don't trust it when I can't go to website for the product and find actual coherent documentation.
Just because you dont fully understand it doesnt mean the program doesnt work.
I haven't learned to revert it
I can't get it to revert
My project is completely broke
You could try another SC solution, PlasticSCM is much easier for beginners from what ive heard.
It's not even showing up
Everything is scrambled
I can't undo revisions
Anyway I need to go to bed but honestly at this point I don't know what I'm going to do.
I thought I was making progress on this project and I've spent all day trying to roll back the project and somehow this is very hard to do.
Maybe I'm just too used to git, which I'm not an expert on, but at least I knew how to undo changes.
eh, sadly I'm too busy rn to offer much time but if you can't figure it out after a couple more days, add a user for me if you want and I can log in and take a look ยฏ_(ใ)_/ยฏ and steal all of ur datas
would be nice to know what happened when you tried running undo on the changes (did that weird client error go away on its own?)
I had to re select the local workspace or whatever
It had magically decided to unnset itself
I just tried it. I think you have to undo each submitted changelist and submit the undo, one by one
-
make sure your project is up to date (pending changelists are empty, and running "reconcile offline work" on your code/content folders returns nothing), then...
-
undo your most recent change
-
submit
-
undo your next most recent change
-
submit
-
repeat down the list until you hit your "good" submit
it's set up so that the undo action literally just reverses whatever delta operations that changelist contained and if you already have a file checked out (i.e. because of the previous undo) it won't even try to perform the undo
as I mentioned earlier I think there's a more speedy way to do it via cmdline but I don't bother going there
the undo command should produce a pending changelist that contains the "opposite" of the undone changelist https://i.gyazo.com/6fb96021102da2cee3d2362104164f2f.png
I just keep getting a lot of errors about files being out of date from that time you told me to force merge an older revision into the top
This is so fucked up, I'm trying to do what you told me to do but it's freaking the fuck out and yelling about files being out of date and I can't fix it. I think at this point I may have to just nuke my entire project and start from scratch I don't know what else to do, everything is so broken at this point I don't know what files it thinks it has.
I mean Literally the first thing I did was undo that first broken stream
and it literally broke it
Like this first undo didn't fix things, and this was the first time I tried to roll back files.
So I'm not sure WTF is going on but I think this whole thing is irreversibly broken
Do you have to reconnect perforce every time you open your project?
No, but you should
to get latest
My typical workflow...
Open P4V, Get Latest, Open .uproject from within P4V
Reduces any headaches later trust me
Whenever I restart the project I have to go back and reconnect to it again
The unreal editor should automatically reconnect when it opens if it's working properly, you shouldn't have to open the connect dialog every time
@green lantern did you say earlier in your fiasco that if you run a "get revision 21" that your project works again?
I think so, but then it complains that it's out of date
Also, don't hate me, is my entire project suppose to be in the same location if I'm running the client/server on the same.machine?
I'm almost tempted to set up an older machine as a Ubuntu box just to not have the server on my client
Until you're working in a team you should close that dashboard and forget about it, it's useless
You can run both on same machine or separate it, no difference
I'm trying to migrate a perforce server to a new machine, I've moved the folder but it is unclear about setting up the workspace? When I make a new workspace (using the server directory I copied over) it says the folder is not empyt - I use it and nothing seems to happen, it asks me if I want to add new files and shows the workspace empty
Okay
I'm gonna try to get back with you when I get off work today because I can't do anything right now
I think my project is so new it might be best to wipe the whole thing and do clean slate and see why I'm using perforce wrong
It seems I'm missing something here that's causing me problems
That's fine, work comes first. There's one ugly hackaround you can try instead of using the Undo command...
- run Get Revision on the working revision
- copy your project content somewhere else
- run get latest (so p4 thinks it's up to date and ready for you to do more work)
- check out your entire project
- delete your content folder, copy/paste the working content folder in
- run "reconcile offline work" on your content folder
- run "revert unchanged files" on your content folder
- you should now have a change list that will effectively hard-revert back
I'll look into that when I get home
Can anyone point me in the right direction? I'm new to perforce and have integrated it with Unreal but have decided to move it to an old gaming laptop so it can more or less be a dedicated perforce server while I take my new machine on the road or offline
?
Anyone? I know this is a simple question and I've been struggling to find the answer all morning
I copied the DB files over from a server but I can't get them to open up or have the p4v client on the new machine (the new host) recognize it
It's asking me to add files, I already did that on the previous server and I don't want to get this wrong
I am so, so very tired, of not knowing enough to accomplish what is needed
were you following their instructions? https://www.perforce.com/perforce/r16.1/manuals/p4sag/appendix.moving.html I've only done it once before and it was on unix (from one virtual machine to another virtual machine) but I remember it working easy enough
i mean at the end of the day the instructions are basically "backup your shit, copy the whole folder over, make sure it works"
Start p4d on the new machine with the desired flags. @woven sluice this is my problem
I wasn't sure how do put those flags, I used the same ones I did when I originally set it up but it treated it like a entire new project and ignored all the .gz files in the depot folder
will someone a hero ever make a tutorial for hosting multiple projects on perforce?
no
i will alt-f4 your comment
new update ! dark mode !
That's cool, way too late...but honestly...looks strange
omg
i just updated as soon as i saw that
its fucking ugly
af
good job on making it darker but they managed to make it way uglier
@burnt shadow Yea
That's what I meant
It just doesn't work if all they are doing is changing the tint on all UI
it wasn't dark enough
I made it even darker
the perfect dark theme is just 100% black including all the text and buttons
What kind of noobs don't have the buttons memorized anyway?
perforce has BUTTONS?
@woven sluice what options if any should I have checked?
should be fine just like that
To clarify
the folder on my hard drive is my workspace?
and the server stores it's files somewhere else on my PC?
even though the server is on the same PC as the client
Oof, yeah... Perforce's dark theme is pretty rough. I might take a jab at a custom edit later, too.
@woven sluice thanks for your help but there seems to have been something broken/wrong going on still, some link in the blueprint is broken (the ALS). I don't even know how to debug this so i'll probably end up copying over what I can and restarting. Thanks for your help, I think this method would have worked, something else is messed up.
Do you have any suggestions for something I should read up on when I restart? Like what files to 'ignore' or what to do so I don't have weirdness in the future?
Yeah make sure you have a working ignore file setup. I posted the ignore file I use for my project in here recently if you search for "ignore"
Other than that... You just have to get comfortable with the software. If you have been submitting your work to it correctly, it will be possible always to restore it back to that state, some way or another
I don't understand the typemap stuff at all
How to setup Perforce so that you can share assets with other on your team.
found your ignore file
how do I implement it?
@green lantern A typemap just associates filetypes with permissions/attributes within Perforce.
Do I need to set it?
Because although I grew up on DOS
I have command line phobia
Iirc I just use the environment var https://www.perforce.com/manuals/p4vs/Content/P4VS/intro.preferences.ignoring.html?TocPath=Getting started with P4VS%7CSetting P4VS preferences%7C_____5
So like a file with the extension .dll should typically always have the writable flag
i'm not a haxor I don't know anything about environmental variables
what I mean is
in the Epic writeup they tell me I should somehow do that
How to setup Perforce so that you can share assets with other on your team.
I don't see anything like that when I type that command line in
and YES I am not typing in Yourpassword
obviously
maybe thats your problem
darnit
your password has already been chewed?
Okay so I guess what I'm asking is, as of a new install, what do I actually have to set up for Perforce to place nice with UE4?
Just make the ignore file the default file name then if you want to avoid setting env var
some could say that setting up perforce for ue4 is a subjective process
I don't understand even how or where to look at what is involved in the ignore file
The type map lets you do things like specify that certain files will only keep X count of versions in history
Is what I'm saying.
I read that page, and I don't see anything that tells me where to look. I have no context.
I tried that
@green lantern Do a Typemap first, typemaps are for the Server only. Then setup your local P4Ignore file. Then you should be ready to make a Depot and start committing things.
and Perforce ate my project
I already have a depot ๐
I guess I can try and delete it
Yes but you said from a fresh install
last time I tried to delete a depot I had to erase the whole program and reinstall
I mean, a new UE4 project.
I'm gonna restart it and try to salvage what I can from the broken wreckage of my old project.
I have a new project already, I just uh, I don't understand how to do the typemap because aparently it's a command line... and the command line Epic tells me, dosen't produce anything on my end.
So I'm doing it wrong or their info is out of date.
I basically want to set this up and never touch it again
I hate it.
TBH I didn't set up the type map for myself until I was 2 years in and I only did it to save my storage plan from storing 100 revisions of huge binary files
It's definitely good to know how to work it though
context my man. where did you read that?
P4VS User Guide
P4V (client), P4D (server), P4S (server, but service version), P4VS (visual studio plugin)
I don't know what I'm suppose to do with any of this.
what I'm telling you is that you are trying to find the buttons inside of a toyota corolla, and you're looking at the instruction manual for a toyota 4runner
don't feel too overwhelmed, I think I said it before but it does have a steep learning curve
yeah but, can't you just tell me where to put the ignore file?
or explain why the epic instructions on setting up the file types isn't working?
I'd actually have rather been working on my project for the last two days than messing with source control programs ๐ญ
I don't have a lot of free time to work on it so it's just a slog either way.
oh. I will admit I was a bit of an idiot, I linked you to that VS link didn't I ๐ sorry, I meant to link this https://community.perforce.com/s/article/1282
is the client root the base workspace folder?
you can put an ignore file anywhere. it will affect whatever is "downstream" of it in the file system
Screenshot your env var, your ignore file, and its contents
I just did this command line, except obviously using the proper directory
and I used your ignore file
and just renamed it to p4ignore.txt
I didn't get a message or any error when I did the command line
Okay
So I added it manually since the command line didn't work let me test it.
Okay
so I made a dummy .o file and put it in there, and perforce shows it, but when I hit reconcile offline work it says there are no files to reconcile
so I assume this is a good sign?
ah yes
good
Okay so that's done.
Thank you for your help on that.
now how do I do the typemap? The console command on the UE4 documents didn't do anything like they said.
It just gave me a generic help command list
Congrats... Also jesus f c the official instructions are wrong, that p4 set command shouldn't have a directory path in it just the file name
but you got it working anyway I guess
yeah ๐
I ended up adding it via window's enviromental variable screen
I figured blah = blah is the two parts of what windows wanted and it seemed to work.
Make sure you curate your ignore file carefully though. Don't just slap one in and assume things will be perfect, look through it and clean out any trash, add stuff specific to your project, etc. Maintain it
Good idea. ๐
so all I can do is type p4 typemap
and it loads a temp file which shows it's blank
I can' actually add anything via the command lines
it seems to want a -i or -o which don't see to do anything for me and are not mentioned in the u4 documentation
it just says typemap not changed, loads a tmp file and quits back
oh JFC
it was because the thing wasn't started all the way ๐ฆ
looks like it works now, I feel like an idiot of course.
Okay I think I caused enough damage to this channel for today, I got my ignore list, my typemap.
Anything else I should look into? I'm gonna do some tests and make sure I can properly roll back stuff before I go do anything crazy but that'll have to wait till tomorrow.
Thank you for your patience with a complete newbie.
dive right in
so I have a online backup service, besides the workspace, what do I have to backup on the server end to recover stuff if I had a computer crash?
I assume backing up the workspace won't retain the versioning data.
eh I guess I'll need to deal with this later, I got to get some sleep.
look up "moving a perforce server to a new machine" ... whatever you have to move, you have to backup. it's relatively easy
good idea
Thanks.
I don't understand all the perforce checkpoint and journaling talk and md5 stuff, so my backup plan is to hope for the best.
๐ค
Is there anything in source control that would cause moving files in the editor to fail?
I check out all the files to the project, move a file in the editor, apply the redirect fix to the previous location. Somehow the links still get broken on certain items.
Or if I rename a file.
Again, always inside the editor, but I'm wondering if source control is causing some shenanigans
not really
if it can't check out all files it needs to modify to fixup a redirector, it will tell you instead of silently failing
Okay thanks, I'm trying to figut rout why redirectors are silently failing, and just wanted to rule out source control
you have to resave the assets that were reference by the redirector, but fixing them up should do that automatically
I right clicked on the folder where they were, and fixed redirectors
and then it allowed me to delete the folder (since it's empty)?
but now i'm wondering if it didn't apply the redirector info to all objects that references it.
Objects that are placed in packages to redirect references to moved assets to their current locations.
This is so that packages that are not currently loaded, but reference this asset, will know where to find it in its new location. So I'm wondering if somehow files are not considered loaded? I don't know what it would considered loaded.
Now I'm sure me renaming files also might have broken it, but some files broke without being renamed so i'm not 100%
I think i'll try running ResavePackages Commandlet next time
it happened again
so again, what can be done if one of the team mates locked whole project in perforce ?
he has to revert somehow right ? so that its no longer checked out
uh he submitted whole project ๐
๐
don't check out whole project to begin with
also when you create a workspace go to advanced tab and do these
that way it will remove all the files that were checked out but not changed from the changelist
ye i know, but people somehow always check out whole projects
for some reason
had same thing at work
one dude locked the whole project for 3 studios ๐
@dusk dove thanks
git in itself is just local yes, but you can use a remote repository, which is very much recommended
something like bitbucket or github or gitlab
there's plenty of options
Does anyone have the steps for migrating a perforce CL to git via a diff/patch?
so I think part of my problem is I Was moving files, but also renaming them. I guess that REALLY messed up redirectors, so shame on me
So now I'm moving OR renaming and then rebuilding the references and it seems to be behaving.
hm, moving & renaming inside UE? should be fairly safe, I think. I haven't had any serious issues yet from that. moving/renaming in explorer would be... ill-advised of course. but maybe it is possible to break something anyway, might be nice to know
Okay so check this out.
Objects that are placed in packages to redirect references to moved assets to their current locations.
Renaming
If you create an object, rename it, and then create a new object with the same name as the original, an error will occur. This is because a Redirector was created when the first object was renamed, and a Redirector and a resource cannot have the same name.
Dangling Redirector
There are a few known issues with Redirectors that can be reproduced as follows:
Scenario 1
Rename object A to B.
Delete B.
An error message will say that B could not be deleted because it is in use. This happens because the Redirector created during the rename will still point to B.
Scenario 2
Rename object A to B.
Rename object B back to A.
Delete A.
The redirector that was created for the first rename will be destroyed, but a new one will be created at B. As a result, A will not be able to be deleted because it is being referenced.
Fixing redirectors from the editor or SavePackages before deleting should solve these problems.```
So I think I must have done that
I was trying to both rename some of the files to match the UE4 style guide AND THEN move them to a new location.
SO I'm pretty sure that caused some of the redirectors to get messed up, which would explain why it seemed 'random'
Because I didn't rename EVERY file
and I didn't rename and move or move and rename consistency.
Now I know better and i'm much more careful.
Move, rebuild directors, and THEN rename.
oof. I've never thought about renaming/unrenaming ๐ I just run fix redirectors fairly frequently as a habit and somehow I stay out of trouble
Yeah, well I'm still new to this, I was changing stuff to fast for my own good but i'm still new.
I can't stress how much I appreciate you helping me out with this. ๐
Yay!
So now I got all my files organized, and I didn't break the character!
and I think I got my source control working so far..
@woven sluice yeah that seems to have fixed it, moved and renamed most of the files without any issue so I think my problem was doing too much without rebuilding redirectors.
๐ค
Has anyone here ever tried to open the P4VC that comes with P4V and it doesn't launch even as admin?
Hello,
I already use source control for code with git
But now i want to use it for stuff like map 3d model etc...
it s seems to be a problem cause git got a very low space limit anyone got a process to use source control with non code stuff?
yes
but i don t want to ignore umap etc...
if i do get aproblem on my map for any reason i want to be able to take a back up from a repo
@queen mantle
LFS?
I have three empty depot references on P4V from when I was initially setting it up and experimenting. I am now trying to delete everything and start anew. I looked in P4admin, but the depots tab is greyed out. One of them is simply called "depot", so I tried in command line "p4 obliterate depot", it says I don't have permissions. I am the only user and I am on the same computer the server was set on. Can someone give me direction? I cannot figure out how to make these damn things go away...
Also to add, simply right clicking them in P4V does not give me any option to delete
seems like it would be easier to just delete everything and make a new server
Thank you, I'll see if I can manage to do that. I am very concerned that if I cannot manage to delete or clean up a simple mess like this, then what kind of problems am I going to have down the road when it's more crucial and there is much more to lose?
@open bone do you currently use Plastic? does file locking actually work outside of the Gluon client? ๐ค
ok, we must have something set up wrong then, I'll keep playing with it
Hey question, I am new to source control, what would you guys recommend for just a simple source control for ue4?
It would be for personal use*
@polar forum Git, you can use gitab or azure devops repos
Thx @quaint obsidian I just started messing with git, I will have to checkout azure devops, i didn't know that was a thing
try again i guess?
Need help with setting up perforce with assembla. How can I verify SSL fingerprint?
I don't have much time before epic game jam
how do i make perforce not ignore my game .dll?
i've excluded Binaries folder from .p4ignore and still nothing
Perhaps share your ignore file on hastebin or something?...
Hi guys
I'm trying to set up perforce on my PC
so far I have the service running
created the depot
can connect to it on my machine
next, I want my friend, who is not on the same network work on the same project
I have created the port forwarding for port 1666
on the router
but I can't reach the port
I have disabled windows firewall
and router firewall as well
also, I have made rules for the 1666 port number as well
weird thing is, I can't even access my other ports as well
not even 80, 443, 21, 22, 23
can't figure what is wrong?
can anyone help
If you're in LAN can't u just use shared folders to work on project?
Well you have nice article here and it turns out sometimes you need to have firewall on
what is the best practice for sharing plugins in team? Should I create new repository with plugins so everyone would just copy&paste them into their engine?
add a Plugins directory to your project and drop them in there
plugins are loaded from there first, then the engine plugins directory
thanks!
np, be sure not to accidentally exclude dlls in those directories if not all of your team has compiling environments set up
(beware that as of older UE versions, project plugins broke hot reloading - I haven't tested in current versions or with Live Coding to see if they are OK now)
does anyone have experience setting up UnrealGameSync?
hi, i want to use git as my source control, but i have read that git repo size is limited to 2gb, is that true? git usually has a limit of 100gb?
it depends where you host it
e.g. bitbucket has 2 gig limit, but you can have lfs files for up to 100gb
true, i am revisiting that link, its on a gitlab server, basically i want to have a free and private repository on my intranet, something like gitlab, easy to install
i look up perforce links currently and there seems to be nothing like gitlab, which you can simply take and install on your intranet server
well if it's on your own server I guess there's no size limit
lfs is a good addition to git though
Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.
yes, that seems to do it, but i am actually not happy with git, i want the lock capabilites of perforce, is there something i can fetch for free and install on an intranet server like gitlab?
@ocean hemlock LFS has file locking fyi
is it integrated into unreal engine 4? me and my teammember are not proficient with using external clients, we only need a server and do checkouts and commits from inside unreal, and see if a file is locked in unreal
yes it is, use this https://github.com/srombauts/ue4gitplugin
I'm new to Perforce and Unreal, and I did a write-up of self-hosting your own Perforce server... anyone want to critique or sanity-check? https://blog.skyleafdesign.com/self-hosted-perforce-with-unreal/
who all uses Plastic?
how valuable would a program that takes plastic triggers and posts them to discord be to people?
i dont use perforce
but, this is what it kinda looks like
(i've fixed the word wrapping)
I'm doing an interest gauge on spending time documenting it and open sourcing it
also, @ocean ridge follow up on something you asked a few days ago... latest Plastic Server added global file lock rules
should make file locking easier
I'm using plastic cloud 
which supports a strange subset of operations sometimes
we self-host
like I can't move changesets off of main to other branches โฐ๏ผโตโกโฒ๏ผโฏ
here is the source to the mentioned notifier app: https://github.com/punyhumangames/plasticnotificationsystem
currently it only works on after-checkin triggers
i have plans to add create-repo and delete-repo handlers
@haughty ember I have a script/discord bot that does it for my linux perforce server
@woven sluice hmm. Mines on Windows.
ahh darn
Hey, all. Is there a way with perforce to sync the entire content directory within the editor so I don't have to close the editor to do it in p4v?
doesn't it work to right click on the content directory and press sync? (I actually prefer working in P4V myself so I don't actually know)
does anyone know of an alternative to git-lfs where it only stores the latest version of a file for any given branch?
or even something where it only stores the delta for branches and tags, not per-commit
use perforce, it can do that 
Im getting and error with my git and a file exceeding 100 mb - trying to get git lfs to work but i am having troubles with the commit - can anyone help ?
specify your troubles maybe
its not letting me push - even tho it says my files are tracked and lfs is installed and running
yesยจ
and it gave me and git lfs initialized
i did a git lfs track "*.uasset" as well as the specific file path - and then git add .gitattributes as in the instructions
can anyone help me with...
some issue with file permissions...now ue4 ignores p4 check statuses
Guys, should I create a new Assembla account for a new workspace?
@lament ember in perforce you can right click your workspace and edit, there is a bool (allwrite) to remove the read lock on files, maybe it is messing with your ws. just remove the bool if enabled and you will probably need to set the read only again on the files above.
I do have a question
teammate uploaded new content and updated blueprints that are supposed to work with it
and currently project is not working and has 260 errors
I did try reverting to previous updates but the problem is still there
How would I do some clean revert to ignore the files from the updates etc ? (perforce, p4v)
Hello everybody,
I have a project that I've already worked on that I'd like to put on Github. However, the files exceed the limit to push and thus I have to wait for 10 minutes for it to get "done" pushing for it to fail. I've tried increasing buffer sizes but the project just won't push.
@jolly fog I'm not an expert, but if you're talking about specific single file that's big, take a look at lfs: https://git-lfs.github.com/
Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.
Note you only get 1gb of free storage + 1gb of free bandwidth (from what I can tell bandwidth counts when downloading) per month. just fyi.
On Github, anyway.
As a complete beginner to setting up servers, and working with others over another network, where do you guys recommend I start?
My end goal is to be able to work with my team across networks
@quaint obsidian i did the git lfs migrate import --fixup command - and it broke my entire project ๐ unable to even open it inside unreal now - is there a way to revert ?
show me your git reflog
but that's weird
you might have all LFS pointer files
rather than the binaries
was there any output from the fixup command?
and do you have an lfs folder in your repo now
there's a bug on the latest version
where it makes the lfs folder in the wrong place
just tried to do it again from the backup - fixup doesnt really prompt anything - and now it still wont let my push because files are too large
there is however a folder called LFS inside my .git folder
also i just received the following email: Git LFS has been disabled on your personal account Cherrypoppin because youโve exceeded your data plan by at least 150%. Please purchase additional data packs to cover your bandwidth and storage usage:
Bandwidth: 0.0 GB / 1 GB (0%)
Storage: 5.93 GB / 1 GB (593%)
which seems like i did something wrong - i just needed it for one file at 377 mb
This makes it so i cannot pull on my other machine
Try git checkout master and reload ue4
How large is your project?
@limpid cliff ^
its around 11 gb atm - should i do the checkout master on the machine i just pushed to large file with ? Or the pc that wont let me pull ?
and is there a way to totally reset everything ? I did i bunch of stuff and i honestly think i broke more that i fixed ๐
git reset --hard HEAD~X
where you replace X with amount of commits you want to go back
and then you can force push the reverted version
I think the server wont let you pull
do not use Dieter command!
It destroy your work
yes, that's what he wants
you want to do a mixed reset git reset $COMMIT-SHA where COMMIT-SHA is the sha1 of the commit you want to reset on (probably the Inital commit)
They donโt want to destroy their work, only the git history
its fine - not of it is working anyway - i cant pull or push from either pc now - im just gonna do it local - deadline is in 3 weeks and this github fuckery is pure anal cancer
Or.. delete the .git folder (it is hidden by default) and then git init and recommit everything
or.. blow up your computer
its been half way out the window this entire project ๐ I cant wait to get back into maya and arnold - i deleted the .git folder and now i can either "remove" "locate" or clone again when i open github desktop
Can you use command line for this time? ๐
nope ๐ i cant clone it again either - getting the lfs out of bandwidth error
i wont let me locate after i deletede the .git folder
i cant open the cmd without the project open in the github desktop
just type cmd in the windows explorer path bar to open command window in current folder
^
C:\Users\jonas\Documents\GitHub\Nikopol>git init
Initialized empty Git repository in C:/Users/jonas/Documents/GitHub/Nikopol/.git/
C:\Users\jonas\Documents\GitHub\Nikopol>
like this ?
Yep
Now use git remote add origin $GIT-URL where $GIT-URL is the url of your git repo (for example https://github.com/python-discord/bot)
git remote add origin https://github.com/Cherrypoppin/Nikopol like this ? or with the $
Like this yep
Thatโs normal, you donโt have any commits yet
how large is your project directory atm?
you should do the git lfs install if you want to use it
3 gb - but before all of this i was sitting at 12 gb - so something happened ๐
actually my backup from last friday is sitting at 16 gb
So now you can do git add ., then git commit -m "Initial commit", and then git push origin master --force
Each step can take a lot of time depending on your computer specs and your network speed
you should set up your git lfs .gitattributes first
otherwise it'll just push all the files to the git
git lfs is still complaining that i used over 1 gb already - so im guessing i fucked that up ?
You shouldnโt use lfs if you donโt have a good github plan
i have the free one - its a school project ! i pushed for perforce when we first started out but school wouldnt pay up ๐
Well, just use legacy git storage
is there a way around git lfs ? We only have 1 file exeeding 100 mb
Yeah, just do what I just said :p
well the free plan also has a limit on non lfs repo size as well
The hard limit is at 100Go, you should be pretty safe
its pushing the last objects atm - but my folder is down to around 5 gb - so it seems like im missing quite a lot ? or is that history or something that i deleted ?
you had 11 Go of object history
C:\Users\jonas\Documents\GitHub\Nikopol>git push origin master --force
Enumerating objects: 1945, done.
Counting objects: 100% (1945/1945), done.
Delta compression using up to 16 threads
Compressing objects: 100% (1866/1866), done.
error: RPC failed; curl 18 transfer closed with outstanding read data remaining
fatal: the remote end hung up unexpectedly
Writing objects: 100% (1945/1945), 2.37 GiB | 4.72 MiB/s, done.
Total 1945 (delta 375), reused 0 (delta 0)
fatal: the remote end hung up unexpectedly
Everything up-to-date
allright its done - should i publish the branch then or ?
thats above my knowledge - and so it this git stuff - local it is ! thanks for trying guys
can i just delete the .git folder and .gitattributes and then work on it as a normal ue4 project ? or should i keep those folder
You can, but you canโt push it to a remote git anymore
its fine - i just want to have a working local copy - we are missing so much stuff and i honestly dont have time to troubleshoot for another day - especially when im not really sure what im doing - ill just put the local copy on our server and go from there ! Thanks a lot for the help !
@limpid cliff You can use GitLab, which allows for 10GB storage for unlimited collaborators, in private projects including LFS, or Azure Pipelines, which has free unlimited storage for 5 collaborators in private projects
Anyone with perforce experience know how once you revert to an old revision, you make that the current revision?
Because I reverted, but it says the files are not the latest inside UE4
and won't let me submit them because they aren't the latest version
run "undo changes" instead of "get revision". you either "undo changes" each recent change one by one down the list until you reach the one you want, or you can right click on your project root folder and find undo changes there.
(I think the latter option should be easier)
thank you, i will give it a try
it worked!, thanks
I know this is a random ass question to ask here, but is anyone else having trouble with BitBucket discord web hook atm? it doesn't respond for us at all anymore
i have ran out of space on digitalocean hosted perforce and bought a volume
how can i configure it to be used with perforce server?
Good morning. I'm trying to change the repository of my project for GIT in editor but I can't find any options to do that. So how does one do it?
I can't find a way to change these
I've set them myself originally before anyone asks
@fresh garnet click the 3 dots on the right?
Yup, it's not letting me change the repo there.
use git remote set-url origin repo url goes here
How are you guys handling large files with git? git-lfs? Or is there another tool you're using for content?
git lfs for us yeah
Yeah git lfs is what youโd want to use.
Ok I'm confused
I've recently had trouble pushing to my git repo., git lfs kept complaining about a file that was missing that was part of the failing push
I tried many things to correct the issue. Finally last night I just created a new repo all together
deleted the .git folder and pointed to the new repo
What made me throw my hands up in the air and switch to a new repo is I finally came across this error, which is still happening in the new repo!
panic: runtime error: invalid memory address or nil pointer dereference
[signal 0xc0000005 code=0x0 addr=0x10 pc=0x74f0cf]
goroutine 551 [running]:
github.com/git-lfs/git-lfs/tq.(*basicUploadAdapter).DoTransfer(0xc001516c48, 0x0, 0x0, 0xc0009d81e0, 0xc0004643f0, 0x0, 0x0, 0x0)
C:/Users/brian m. carlson/checkouts/git-lfs/tq/basic_upload.go:126 +0x70f
github.com/git-lfs/git-lfs/tq.(*adapterBase).worker(0xc0016aaa20, 0x1, 0x0, 0x0)
C:/Users/brian m. carlson/checkouts/git-lfs/tq/adapterbase.go:177 +0x54b
created by github.com/git-lfs/git-lfs/tq.(*adapterBase).Begin
C:/Users/brian m. carlson/checkouts/git-lfs/tq/adapterbase.go:90 +0x2b4
error: failed to push some refs to 'https://xyz/DefaultCollection/Some Project/_git/Something'
wth is happening?
How can I resubmit entire folder to perforce no matter if files were changed or not? So pretty much including each file inside the folder to resubmit
?
you don't have to do anything new. right click folder -> check out (wait for files to be added to changelist) -> submit changelist
there might be an option somewhere that reverts unchanged files automatically before submitting, do you know if you have that activated?
make sure yours isn't defaulting to these other options https://i.gyazo.com/321334fe17e0c51e4fbedaec3d3d517e.png
@muted jungle
Thank you
Guys... I'm at a loss here
I've created a new repo in visual studio online
and I thought I was going to make it. The commit ran for almost 36 hours or so, reaching 99%
then it just dumped a ton of 503 HTTP status codes and the push failed
So I just deleted all of the git folders again
still an empty remote repo
did a git clone and just tried to track two files under lfs and push and I'm still getting the same bullshit error
Well, I guess not the same as what I posted above, but I've seen this error as well throughout this nightmare:
LFS upload failed:cts: 0% (0/2), 0 B | 0 B/s
(missing) .sp/Game/TestChar/Characters/Heroes/TestChar/Meshes/TestChar.spp (a646a23223be387d7fa143b70a47d4fc7c7d8c07127af8256c239cf25558c9f1)
(missing) .sp/Game/Items/ItemDropMesh.spp (a9c8a5189a338a9451c259910ff639769822e113aafd3f5691c9de7b09437fa9)
hint: Your push was rejected due to missing or corrupt local objects.
hint: You can disable this check with: 'git config lfs.allowincompletepush true'
error: failed to push some refs to 'https://
Those files are not missing
and I can open them just fine in Substance Painer
*Painter
@outer hinge is that repo an organization or someone else's repo?
you can't push or pull LFS objects to a private user repo unless you're the owner
also you can try git lfs push --all origin master
I'm the admin over the account.
It's part of my msdn license
I've pushed to the original repo for over a year now with no issue
With no issue*
is there actually a sensible way to generate a patchable diff in Perforce?
so if I wanted to work in a enviroment online, how can I do that?
so like, how can I work with someone and like share project files
Thanks for that
But now, I've installed Github Desktop, git and git-lfs and cloned a repo(one of my old ones) and when I accepted the settings, I made a test folder with a BP in it and nothing showed up
(I dont see anything on my repo)
The weird thing is
not like in the tutorial
it never gave me a initalize with git
like the buttom
do you have a .git folder in your directory
it might be hidden
so you have to enable view hidden items in your explorer
This is going to sound really stupid
how do I open the project in my file explorer?
well go to the folder where the project if stored
if you don't know where that is
right click on an asset in the content browser and do show in explorer
and then go back up to the project root folder
oh you're on mac
oh yeah
'Reinitialized existing Git repository in /Users/ElitePhoenix14/.git/'
ah so it does exist
should I move it anywhere?
no
what should I do now?
type git remote show origin in the terminal
and check if it shows correct fetch and push url
it doesnt
ah Ok I see, .git doesnt have the right repo to register I presume?
but yeah its different
then type git remote set-url origin YourUrlHere
of course put your actual url in there
e.g. git remote set-url origin https://github.com/USERNAME/REPOSITORY.git
got it
and then check again with the git remote show origin
to see if it updated correctly
it updated
let me make a init commit
personally I prefer the sourcetree GUI over the Github Desktop app, but that's personal preference
I do SourceTree + command line
I'm mostly a linux fan so i'm with you on the cmdline
do I need to change the git path to /Users/ElitePhoenix14/.git/
from /usr/bin/git
because I see no files
I tried to make a initial comment
didnt work
I might just delete my repo and have UE create a repo for me
Update: still doesnt work. I dont understand whats wrong
imo just get sourcetree or gitkraken
and command line for edge cases
i use gitkraken for 99% of cases, and maybe 1% in edge cases
What is the easiest one? I think I'll look into git kraken
i haven't used sourcetree before
i have however used smartgit
but to me gitkraken is the best because i like its design and functionality
and also able to manage accounts on github, gitlab, azure devops etc
so how do I implement GitKraken, I'm kind of new to source control and github overall. I kind of had a account and just left it xd
you download gitkraken, then you can sign in with your github account
Right, I did that and created a new repo with it and cloned it
I did some reaading
the thing is that im on mac and this stays static
can't you unlink it?
i don't use git plugin in ue4
i tried to, but it was just all fucky imo
I mean, how did you make a workaround for it
because git is just too shitty for me to handle
i just made the repo with a readme, cloned, then set up the project
you do know how to set up Git LFS?
Oh wait, I did homebrew it
you can open the repo in gitkraken
wait, I have manually export content?
i mean for me i'd first clone a repo with a readme
initialized one
then add the files to it
right
right do I just drag and drop the files into the repo?
yea
is there a area I need to upload files to push to the master branch?
Thanks ๐ I will
Huh, plot twist, I did commit files to a repo and everything was working fine...
I was just a idiot
One last question. So If I make a commit to a branch and push a file with the same name as the one in a repository, will it overwrite it ?
hmm thanks Azure ๐
One last last question, you can import uassets into UE4 right?
*.uasset files
file type, I am not good today
Hey, I see quite a few different source control options people are talking about here. Can anybody tell me what is most standard to use for small collaboration projects? Let's say 10 people are frequently making changes and I don't mind administrating a server that I rent somewhere. This is the first time I can't just use github since their file limits are 100MB. I'm also realising now that I'll be working with non programmers or people who have never used source control before.. any ideas?
if you can afford it I'd recommend Perforce
I don't use it personally but hear a lot of great stuff about it, and it's also what epic themselves use, and has a ton of great features
Have you heard about what sort of money people pay for it? I'll contact them about student options at least
it's free up to 5 users
but for other prices you have to contact them cause it depends on your situation
Alright, I sent them a message. Any ideas for the next best thing?
Plastic SCM is also a good option, but is also not free
and other than that having git + git lfs works
but you can't lock files and such which makes using binary files more of a hassle since people can conflict with that and stuff
Ok thanks for the help! Will think things over and wait for some price quotes for Perforce
but does that keep history?
cause history is important for if you fuck something up
also don't know how and FTP would work with conflicts
@shrewd vortex Actually for small company i don't think that Perforce is a good option, since it's quite costly, around 500$ per user.
I would advise you to go with git hub which offer a great amount of space with no little fee, GIt + git lfs would be your best option in that case
Well I have almost no money to spend so that rules Perforce out ๐ unless the student licences are literally free
The only thing i know is they offer a free 5 user licence but even that it's limited storage and doesn't deserve all the effort you ll put in it since you ll face limitation in the future
having worked with both in different scenario and comapny size
i would suggest that you go with git, which is easier to configure, find help/ressoures and also 50gb cost only 5$
Ok thanks for the advice, Iโll probably go with git then
But also as Dieter mentioned, you'll not be able to lock binaries, then for content, communication is the key. Especially when it comes to updating maps, just setup a channel in your group in which people will share what they re working to avoid merge conflict and data loss
When you say map files, you mean levels right? I see that resolving merge conflicts in level files with a text editor is not an option. That's a shame :/ Does Perforce make that any more feasible?
On my laptop, perforce inside ue4 refuses to work, it is connected but it just doesn't update checked out status, or sync, or check out files, there is basically no options for each file, it is stuck at just having the refresh option
tried repairing the engine, even tried on 4.24, the same issue
so somehow the issue is present outside engine version
any suggestions on how this can be fixed
svn runs fine, just perforce that is giving me issues on the laptop
Upon trying to submit for example I get failed checking source control status
Fixed it, the workspace had an alternative root, which Unreal picked by default
@shrewd vortex perforce has a check-out system which hinders multiple people from working on binary files at the same time (makes them read-only, and tells you which user has the file checked out). you can still override the system and edit it, but it basically ensures that you're made aware that someone else is working on it.
Ohh, thanks @woven sluice !
Hey guys, just set-up perforce and UE4 which im really happy about.
just had a question. I now have 2 versions of my project 'Space Raiders' in the EPIC GAMES LAUNCHER .
Can I delete the project that ISN'T in my workspace folder? or because its the idk 'origin' project, I have to leave it there?
that should have nothing to do with perforce, either you copied/cloned your project or something is being buggy with the launcher
do they both point to the same path??
They have different paths. One leads to the Workspace folder. The other leads to where I had stored the original project
oh, so you 1) made a perforce server, 2) uploaded your project into it, 3) downloaded your project into a different folder (new workspace) ?
if so then yeah I would probably just delete your original project since it's "obsolete"
I'll b honest . I just followed a tutorial. But idefinitely didnt copy the project. i thought maybe perforce copied the original project into the workspace folder?
It's actually been a year or two since I set up a new depot so I can't remember exactly what happens
๐
Ah damn haha
Btw I've been getting this issue where It wont allow me to build. i googled it seems its an issue that can be fixed in the configuration manager, just not sure how
"2>The selected platform/configuration is not valid for this target."
Im thinking maybe because it says invalid in the Configuration of 'Space Raiders'. Just not sure which drop down option to select
Any ideas? : /
Solution to the above issue: Delete Binaries, Intermediate, Saved & Re-Generate source files
any good video tutorials for setting up a perforce server for unreal on linux?
Anybody know why when I make changes to my C++ class like adding a variable . then save and want to "Submit to Source Control" . It states there are no assets to check-in ? When it comes to edit anything BUT C++ classes it notices a change.
You have the perforce plugin installed and have VS connected to the depot?
Perforce doesn't "watch" for changes, it has to be told a file is being checked out or you have to force a scan (reconcile offline work)
@woven sluice thanks for the advice. I did end up forgetting to use the VS plugin. I'm an ex github user (beginner use) so I thought it would detect changes automatically.
anyone use Perforce backup? I use p4d to recovery checkpoint and journal, p4dtl keep showing error, Configuration for 'master' p4d is missing required parameter P4PORT, my platform is ubuntu 1804, use package to install p4d.
So, Perforce god damn obtuse sorry excuse for a GUI has screwed me over for the last time. Anyone tried the new Plastic integration yet? Is it simple, seamless and does it work ok?
Hi folks, I'm having a little issue with the SVN integration for a repo that's using svn+ssh: https://twitter.com/_photex_/status/1206494445295808512
These stupid cmd.exe windows keep opening up and stealing focus from the editor
I'm using OpenSSH since it ships with Windows now
TortoisePlink is installed but I don't really want that to be my default SVN_SSH
is it possible to force UE4Editor to use an alternative?
I don't see any options in the preferences regarding SVN
Alright, in %USERPROFILE%/AppData/Roaming/Subversion/config
add this to the [tunnel] section
plink = c:/SVN/bin/TortoisePlink.exe -i %USERPROFILE%/.ssh/putty_id.ppk
obviously substitute any particular portions for your setup
then run svn relocate to update your working copy to use the new svn+plink tunnel
Hello all, somewhat tangential I suppose but I 'm not sure where else I would ask. My team and I are looking for places for hosting our development build and assets so we can more seamlessly work and add to the project. Is it possible and/or a good idea to use google drive (+git) in order to actually fulfill this purpose? If not, what are other hosting services that would be more appropriate?
@livid pagoda for hosting game builds, discord or itch are pretty good if that's what you mean by dev builds
we just use a local extra machine for making builds and storing them, of course you need the hardware for it
and for raw assets we have a special synology server set up as well
but again requires hardware
Yeah i dont think we can afford actual hardware hosted by one of our members
Thus the idea of hosting it remotely
Discord can host builds? Thats news to me @quaint obsidian and by builds I meant like a copy of the project tht we can iteratively add to, like what github is to code but not just for the code
๐ How to get the generated UE project paths? Intermediate folder? that Name+Editor (so project name + visual studio config)?
hello friends. SO I have perforce installed and working just fine and I have been working on setting up the swarm integrations. I installed all the packages and I can log into the swarm client just fine. P4V has the request swarm review button and that works just fine
however I have tried setting up the enforce and strict triggers.
i have been following this page: https://www.perforce.com/manuals/swarm/Content/Swarm/admin.trigger.html#Trigger_options
however when i click the submit button in p4v i don't get force to create a review. Instead it just pushes the changes through with no problem
and ideas
//.swarm/triggers has swarm-trigger.pl and swarm-trigger.pl
and the p4 triggers -o returns
swarm.enforce change-submit //... "%//.swarm/triggers/swarm-trigger.pl% -c %//.swarm/triggers/swarm-trigger.conf% -t checkenforce -v %change%"
swarm.strict change-content //... "%//.swarm/triggers/swarm-trigger.pl% -c %//.swarm/triggers/swarm-trigger.conf% -t checkstrict -v %change%"```
so i'm just lost at this point
@livid pagoda you want to use some source control system to contain the Unreal project (source code + uassets). Github, Gitlab, self-hosted Git, Perforce, Plastic SCM are common options.
The source assets (textures, models etc in Maya/Blender/whatever formats) are also beneficial to keep in source control, but the files are large, and exact versioning is less important (so Google Drive can work OK for those).
For game builds (runnable stand-alone packages of the game), Google Drive can work OK, but also, systems like Steam, Discord etc also provide specialized mechanisms to distribute those builds (and run installers if necessary) to people on the dev team and possibly outside as well.
@valid olive thanks for the detailed writeup! The thing i am most interested in is the first paragraph, won't all the uassets make the project quite large in size? In tht case would working with git + google drive be a good call for a team of 5 or so members? Unless the procject is actually compressed enough that 50Gbs on github would suffice?
@livid pagoda if you use Git with Git LFS then the size is like practical just the files itself
@livid pagoda and no, not git + google drive, git is not like a shared thing, you have your own checkout and sync with another. I can give you more hints on that, just to prevent you being dragged into the perforce world ;)
@gusty bobcat lol, is perforce that bad? I'd love some clarification on the process, its making my head spin a tad.
As for Git LFS, if one still hosts the large files on github, that doesn't exactly solve the issue does it? I may or may not be missing a few important points ๐ต
Just to glarify the basic situation on that. Git in its basic setup is not good for managing a lot of binary uncomparable files, its made for files that are human readable and comparable. But there is an extension Git LFS which just allows you to define what files are binary and uncomparable and so those files will be put somewhere else, its transparent and so you dont even know it happens after the inital setup.
Perforce is like Git+Git LFS by default and is made for handling the binary stuff, but its still a commercial product, and is still slower and more dense in requirements. There is technical absolutely no reason to use Perforce beside if you are too stupid for Git (which can be part a reason for some)
It should be pointed out tho, that the more professional it goes the more Perforce happens, just because the companies were just used to it, its just common workflow there, technical there is really absolutely no need.
so those files will be put somewhere else
we do decide to put where yeah (silly question sorry)
no
its internal
TECHNICAL you could do it tho
but its not what people normally do
cause its not like the normal files ist just the binary existence of them
you should not think about it, and just take the transparent results
you should not think about it, and just take the transparent results
is there a risk for the "storage" to get full at some point?
well data is data, so if we talk about version control, we talk always in every solution at least minimum of every version of every file once
so what you talk about here is not a problem of your implementation
its a problem of your infrastructure 8-D
i can actually suggest a current existing very very very good deal on a german hoster, where you can get 10 x 10 TB harddiscs in a server with unlimited traffic for 200 EUR / Month, if you would have that, you would never talk about "end of storage" ever again ;)
lol 10 TB is likely overkill in a lot of cases
probably, ive only done small scale stuff up to now
10 x 10
wait..sooo 100 Tb?
I drive a RAID6 over 9 discs and leave 1 spare for flexibility
RAID6 is like a RAID5 with one more ;-)
so on RAID5 you "lose" 1 disc on RAID6 you "lose" 2 discs
so a RAID6 over 9 x 10 TB is then 7 x 10 TB (and given that 10 TB are not 10 real TB ;) thats why i have 63T)
hahaha :D
again, super new
well ok, the problem is that this a so called bare metal server
so you need a guy to manage it
thats why this is probably not a reliable option
by that you mean someone from our side or their side?
your side ;) its a bare linux computer
someone must make it do something
<poke> do something
you know?
i can although offer you guys space on my server if you want, still got some TB free haha, but longtime you will need a plan
the problem is, that this storage topic is always eating up the price if you go with cloud solutions
like if you have a 10-15 GB project and then check it out, thats 10-15 GB of traffic, and then everyone on the team does it and so on
of course updates are just updates but overall there is always those cases of restart and all that, overall there is just a lot of traffic and storage
that is mostly killing the clasical cloud solution for a cheap team
yeah i see how that might be useful
we're still starting out though so, we'll keep that in mind but I dont think we need that just yet
๐
well......
but to recap, in essence if I want to have 5 people get access to a build, making use of Git LFS and github is adequate?
quotes in bold for emphasis on adequate
you know that they actually bill you for traffic and storage, right?
if you make a closed repo
git lfs you mean?
no github
if it works out for you guys then go with it tho, but if its getting out of band, you can always ask me ;) i dont care about storage or traffic ;)
i know how annoying that topic is and my company was actually founded with the basic idea of trying to support other gaming teams with those elements where they often lag
while still doing own games ;)
kind of how Epic is using fortnite money to improve the engine lol
yeah somehow :D but just after 25 years working in IT, i can't really do something with IT (like making a game) without the same quality of workflow and technical implementations as i am used to
I am still trying to understand that build process good enough that my brain is happy
and my brain doesn't wanna be happy, i still know not enough about the UBT, and my brain doesn't wanna let go
and my brain doesn't wanna be happy, i still know not enough about the UBT, and my brain doesn't wanna let go
its good that you want to fully comprehend it though! I don't know much programming at all and my own brain is usually ultra lazy about actually understanding lol
"as long as it works" - my brain
well thats a somehow good mentality for gaming, but you will want to have a more comprehend understanding in your team
getting off topic lol, but again, thank you for the help!
Oh that it true actually
its great for strategizing
the good thing tho, you dont need to understand what i want to understand thanks to unreal
and right now we are ontopic here ;)
we were offtopic before ;)
BACK ON TOPIC lol
well i already wanted to reply yesterday, but i didnt had the muse for a chat that would have followed ;)
i think those last few bits were still sort of related to source control
i can relate
but I am grateful for the engagement
๐
keep me btw posted about what you pay at github on that
will try to remember lol
yeah i am just curious what now for real comes out
so kinda a relation X GB of repo size, Y people on the team, had cost the month Z $
would just be interesting to know the ballparks there
with actual real usage
yup yup, so you can improve the service ;p
pffff
i dont sell anything ;)
i just would be curious if its something i can suggest to people or not
right now i practical cant suggest anything really, i think github prices are high last time i checked
but i never ever meassured really what i have on our gitlab server
i have 150 GB


