#source-control

1 messages ยท Page 44 of 1

green lantern
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so..

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what's the blue X file mean?

molten marsh
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Marked for Delete

green lantern
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Okay

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This looks promising.

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So do I 'submit' this?

molten marsh
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What exactly did you do?

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Did you force get the CL you want?

green lantern
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I did what you showed me here

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what I showed you on the screen is all it did

molten marsh
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Ok so if you right click on your Depot do you have a "Reconcile Offline Work" option?

green lantern
molten marsh
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What do your Depot tree look like?

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Newer versions of P4V are so annoying....

green lantern
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yeah tell me about it.

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I don't really understand it and it seems poorly documented. I just waned to be able to roll back changes. ๐Ÿ˜ญ

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and when I need it to do that it seems to be causing more problems then if I just had a hard backup

molten marsh
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You do have to learn how to operate the software appropriately though.

green lantern
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I feel like i'm just gonna break shit.

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I've pretty much used Github a bit for some work

molten marsh
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Right click on "DogGirlTest"

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At the top

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Im guessing thats your Project name

green lantern
molten marsh
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Ok now Reconcile Offline Work.

green lantern
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Ok

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hard drive is churning

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so something happens

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ah okay

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now I got a pop up

molten marsh
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Just hit Reconcile

green lantern
molten marsh
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There is probably a bunch of nonsense in there but this should get you back to where you were hopefully.

green lantern
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and those are still there

molten marsh
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Ignore the Dashboard.

green lantern
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k

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so now I have this

molten marsh
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You should mark 3 of those folders for Delete

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DerivedDataCache

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Intermediate

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Saved

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You dont want those on Perforce.

green lantern
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Well once agaiun

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I can never get perforce to actually delete anything

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so I marked for delete, and submitted

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Okay

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So good news.

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Although I lost some work re-organizing the files and folders, at least it looks like the animation notifies are not broken

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okay so what do I do with these in my dashboard?

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I don't want either of those changes

molten marsh
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Can you Check Out your entire Project?

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Will it let you?

green lantern
molten marsh
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I guess dont get latest, then simply recommit it, it should overwrite it.

green lantern
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so those folders you mentioned can't be in my perforce folder?

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my entire project is in that folder, cause it wouldn't recognize it otherwise in ue4.

molten marsh
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Wait what?

green lantern
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๐Ÿ˜‰

molten marsh
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What folder

green lantern
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My workspace folder

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contails all the project file structure

woven sluice
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(P4V will still list Intermediate, Saved folders in the Workspace view even if they're not version controlled)

molten marsh
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Workspace is your local folder structure.

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Depot is the server folder structure

green lantern
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Depot dosen't have those files

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only the content folders

molten marsh
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Yes i know, but Reconcile Offline Work will cause them to become picked up and put on the Server.

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Assuming you havent got a P4 ignore setup correctly

green lantern
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It's freaking out about the out of date files

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and won't let me submit it, i'm afraid i'm gonna break stuff.

woven sluice
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screenshot your current Saved Changelists again? ( ๐Ÿ”บ Pending tab)

green lantern
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I reverted it back.

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So it's empty

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but the 'dashboard'

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has those garbage CL

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should I hit get latest on my workspace?

woven sluice
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it sounds like you need to

  1. update your files (run Get Latest)
  2. 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
  3. confirm it all works and submit if successful
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side topic that Devils touched on -- do you have an ignore file set up and working?

green lantern
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I assume if it wans't set up by default,. no

woven sluice
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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

green lantern
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ok.

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Right now I need to re-fix it because getting latest files broke it again

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hold on.

woven sluice
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what do you mean by "re-fix"

green lantern
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Get revision?

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Well before I got recent files it worked

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here is the TLDR

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everything after update 21 breaks my project

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im now up to 29

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trying to roll back changes

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I just wish I could nuke EVERYTING after 21

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but apparently I can't.

woven sluice
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get revision is not the same process as undo changes

green lantern
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I know

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so what am I looking at actually doing?

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I want to keep revision 21

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and not have anything after it was submitted

woven sluice
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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

green lantern
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would it make more sense at this point to say fuck it

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and branch it?

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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

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So we're not talking about some major 5 year project but I'm trying to learn this stuff as I go.

woven sluice
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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 ๐Ÿ˜„

green lantern
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Well trying to roll it back has, made 6 junk revisions.

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when I search for how to roll back stuff in perfroce I get a lot of nothing

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I get a lot of videos on how to set up the server

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I get a lot of stuff about everything BUT actually undoing stuff and reverting

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so fuck, what's another 6 revisions at this point.

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So I want to load my project and exit it to make sure that it's up to date with the server

woven sluice
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my tiny project has 770 changes, it's just a number, nobody cares how big it gets

green lantern
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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.

woven sluice
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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

green lantern
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Okay so I logged into my project, made sure i was checked into source control, checked there was nothing to submit, and exited.

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So now that I know my project is 'up to date' let's try 'undoing'

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OMG now it's giving me something about clients. OML

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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

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which I was unable to do, unsurprising.

woven sluice
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that's a new one to me wack

green lantern
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Well Perfroce seems to have eaten my project yes

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This program seems to be impossible for me to work withj

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I can't undo a submission, it just keeps stacking

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I can't roll back to an older state

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I don't know what to do, branching dosen't seem to work

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I guess I'll just need to entirely make my project over again from scratch

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should only take a month no big deal

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Anyone have a suggestion for source control which won't break my project?

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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

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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.

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Sorry for the rant I'm just really demoralized and need some sleep right now

molten marsh
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@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.

green lantern
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Probably

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Everything i do to try to fix it just makes it worse

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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

molten marsh
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Your main issue is that you dont understand Perforce.

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You have learnt alot of it today.

green lantern
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I'm not sure I learned anything other than indont understand it.

molten marsh
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You learned what a CL is, what the Pending list is, how to revert a saved CL....

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You have learnt a lot.

green lantern
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And I don't trust it when I can't go to website for the product and find actual coherent documentation.

molten marsh
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Just because you dont fully understand it doesnt mean the program doesnt work.

green lantern
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I haven't learned to revert it

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I can't get it to revert

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My project is completely broke

molten marsh
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You could try another SC solution, PlasticSCM is much easier for beginners from what ive heard.

green lantern
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It's not even showing up

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Everything is scrambled

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I can't undo revisions

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Anyway I need to go to bed but honestly at this point I don't know what I'm going to do.

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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.

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Maybe I'm just too used to git, which I'm not an expert on, but at least I knew how to undo changes.

woven sluice
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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_(ใƒ„)_/ยฏ and steal all of ur datas

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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?)

green lantern
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I had to re select the local workspace or whatever

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It had magically decided to unnset itself

woven sluice
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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

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as I mentioned earlier I think there's a more speedy way to do it via cmdline but I don't bother going there

green lantern
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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

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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.

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I mean Literally the first thing I did was undo that first broken stream

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and it literally broke it

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Like this first undo didn't fix things, and this was the first time I tried to roll back files.

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So I'm not sure WTF is going on but I think this whole thing is irreversibly broken

obsidian spade
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Do you have to reconnect perforce every time you open your project?

haughty ember
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No, but you should

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to get latest

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My typical workflow...

Open P4V, Get Latest, Open .uproject from within P4V

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Reduces any headaches later trust me

obsidian spade
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Whenever I restart the project I have to go back and reconnect to it again

woven sluice
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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

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@green lantern did you say earlier in your fiasco that if you run a "get revision 21" that your project works again?

green lantern
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I think so, but then it complains that it's out of date

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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?

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I'm almost tempted to set up an older machine as a Ubuntu box just to not have the server on my client

woven sluice
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Until you're working in a team you should close that dashboard and forget about it, it's useless

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You can run both on same machine or separate it, no difference

runic summit
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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

green lantern
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Okay

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I'm gonna try to get back with you when I get off work today because I can't do anything right now

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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

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It seems I'm missing something here that's causing me problems

woven sluice
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That's fine, work comes first. There's one ugly hackaround you can try instead of using the Undo command...

  1. run Get Revision on the working revision
  2. copy your project content somewhere else
  3. run get latest (so p4 thinks it's up to date and ready for you to do more work)
  4. check out your entire project
  5. delete your content folder, copy/paste the working content folder in
  6. run "reconcile offline work" on your content folder
  7. run "revert unchanged files" on your content folder
  8. you should now have a change list that will effectively hard-revert back
green lantern
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I'll look into that when I get home

runic summit
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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

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?

runic summit
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Anyone? I know this is a simple question and I've been struggling to find the answer all morning

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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

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It's asking me to add files, I already did that on the previous server and I don't want to get this wrong

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I am so, so very tired, of not knowing enough to accomplish what is needed

woven sluice
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i mean at the end of the day the instructions are basically "backup your shit, copy the whole folder over, make sure it works"

runic summit
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Start p4d on the new machine with the desired flags. @woven sluice this is my problem

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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

fringe abyss
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will someone a hero ever make a tutorial for hosting multiple projects on perforce?

burnt shadow
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no

fringe abyss
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i will alt-f4 your comment

fringe abyss
haughty ember
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That's cool, way too late...but honestly...looks strange

burnt shadow
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omg

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i just updated as soon as i saw that

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its fucking ugly

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af

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good job on making it darker but they managed to make it way uglier

haughty ember
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@burnt shadow Yea

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That's what I meant

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It just doesn't work if all they are doing is changing the tint on all UI

dusk dove
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wtf

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epic menu buttons with weird shade behind them

burnt shadow
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it wasn't dark enough

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I made it even darker

dusk dove
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you made it worse

burnt shadow
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oh

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it can only get more bad

dusk dove
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the perfect dark theme is just 100% black including all the text and buttons

burnt shadow
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we can make that happen

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not now though

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im at work

green lantern
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What kind of noobs don't have the buttons memorized anyway?

runic summit
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perforce has BUTTONS?

green lantern
woven sluice
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should be fine just like that

green lantern
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To clarify

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the folder on my hard drive is my workspace?

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and the server stores it's files somewhere else on my PC?

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even though the server is on the same PC as the client

neat grotto
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Oof, yeah... Perforce's dark theme is pretty rough. I might take a jab at a custom edit later, too.

green lantern
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Well it looks like it ALMOST worked

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except.. not exactly

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let me try again..

green lantern
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@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.

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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?

woven sluice
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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

green lantern
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I don't understand the typemap stuff at all

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found your ignore file

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how do I implement it?

molten marsh
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@green lantern A typemap just associates filetypes with permissions/attributes within Perforce.

green lantern
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Do I need to set it?

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Because although I grew up on DOS

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I have command line phobia

woven sluice
molten marsh
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So like a file with the extension .dll should typically always have the writable flag

green lantern
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i'm not a haxor I don't know anything about environmental variables

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what I mean is

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in the Epic writeup they tell me I should somehow do that

burnt shadow
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If your binary dlls aren't binary+S2w like don't even talk to me

green lantern
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I don't see anything like that when I type that command line in

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and YES I am not typing in Yourpassword

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obviously

burnt shadow
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maybe thats your problem

green lantern
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darnit

burnt shadow
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it needs to be YourPassword

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uppercase P

green lantern
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Hax

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but my password isn't YourPassword

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It's ABC

burnt shadow
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your password has already been chewed?

green lantern
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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?

woven sluice
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Just make the ignore file the default file name then if you want to avoid setting env var

burnt shadow
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some could say that setting up perforce for ue4 is a subjective process

green lantern
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I don't understand even how or where to look at what is involved in the ignore file

woven sluice
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The type map lets you do things like specify that certain files will only keep X count of versions in history

green lantern
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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.

woven sluice
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Learn or die, trial by fire, etc

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Google, etc

green lantern
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I tried that

molten marsh
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@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.

green lantern
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and Perforce ate my project

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I already have a depot ๐Ÿ˜‰

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I guess I can try and delete it

molten marsh
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Yes but you said from a fresh install

green lantern
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last time I tried to delete a depot I had to erase the whole program and reinstall

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I mean, a new UE4 project.

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I'm gonna restart it and try to salvage what I can from the broken wreckage of my old project.

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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.

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So I'm doing it wrong or their info is out of date.

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I basically want to set this up and never touch it again

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I hate it.

woven sluice
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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

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It's definitely good to know how to work it though

green lantern
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This doesn't exist on my version.

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Unless i'm blind.

woven sluice
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context my man. where did you read that?

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P4VS User Guide

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P4V (client), P4D (server), P4S (server, but service version), P4VS (visual studio plugin)

green lantern
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I don't know what I'm suppose to do with any of this.

woven sluice
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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

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don't feel too overwhelmed, I think I said it before but it does have a steep learning curve

green lantern
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yeah but, can't you just tell me where to put the ignore file?

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or explain why the epic instructions on setting up the file types isn't working?

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I'd actually have rather been working on my project for the last two days than messing with source control programs ๐Ÿ˜ญ

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I don't have a lot of free time to work on it so it's just a slog either way.

woven sluice
green lantern
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is the client root the base workspace folder?

woven sluice
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you can put an ignore file anywhere. it will affect whatever is "downstream" of it in the file system

green lantern
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Okay I set the enviromental variables

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hummm, it's still marking them for add.

woven sluice
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Screenshot your env var, your ignore file, and its contents

green lantern
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and I used your ignore file

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and just renamed it to p4ignore.txt

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I didn't get a message or any error when I did the command line

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Okay

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So I added it manually since the command line didn't work let me test it.

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Okay

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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

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so I assume this is a good sign?

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ah yes

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good

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Okay so that's done.

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Thank you for your help on that.

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now how do I do the typemap? The console command on the UE4 documents didn't do anything like they said.

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It just gave me a generic help command list

woven sluice
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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 facepalm but you got it working anyway I guess

green lantern
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yeah ๐Ÿ˜‰

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I ended up adding it via window's enviromental variable screen

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I figured blah = blah is the two parts of what windows wanted and it seemed to work.

woven sluice
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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

green lantern
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Good idea. ๐Ÿ™‚

green lantern
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so all I can do is type p4 typemap

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and it loads a temp file which shows it's blank

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I can' actually add anything via the command lines

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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

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it just says typemap not changed, loads a tmp file and quits back

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oh JFC

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it was because the thing wasn't started all the way ๐Ÿ˜ฆ

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looks like it works now, I feel like an idiot of course.

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Okay I think I caused enough damage to this channel for today, I got my ignore list, my typemap.

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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.

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Thank you for your patience with a complete newbie.

woven sluice
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dive right in

green lantern
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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?

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I assume backing up the workspace won't retain the versioning data.

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eh I guess I'll need to deal with this later, I got to get some sleep.

woven sluice
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look up "moving a perforce server to a new machine" ... whatever you have to move, you have to backup. it's relatively easy

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good idea

green lantern
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Thanks.

green lantern
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I don't understand all the perforce checkpoint and journaling talk and md5 stuff, so my backup plan is to hope for the best.

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๐Ÿคž

green lantern
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Is there anything in source control that would cause moving files in the editor to fail?

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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.

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Or if I rename a file.

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Again, always inside the editor, but I'm wondering if source control is causing some shenanigans

dusk dove
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not really

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if it can't check out all files it needs to modify to fixup a redirector, it will tell you instead of silently failing

green lantern
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Okay thanks, I'm trying to figut rout why redirectors are silently failing, and just wanted to rule out source control

rotund bobcat
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you have to resave the assets that were reference by the redirector, but fixing them up should do that automatically

green lantern
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I right clicked on the folder where they were, and fixed redirectors

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and then it allowed me to delete the folder (since it's empty)?

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but now i'm wondering if it didn't apply the redirector info to all objects that references it.

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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.

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Now I'm sure me renaming files also might have broken it, but some files broke without being renamed so i'm not 100%

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I think i'll try running ResavePackages Commandlet next time

fickle roost
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it happened again

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so again, what can be done if one of the team mates locked whole project in perforce ?

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he has to revert somehow right ? so that its no longer checked out

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uh he submitted whole project ๐Ÿ˜„

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๐Ÿ˜

dusk dove
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don't check out whole project to begin with

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that way it will remove all the files that were checked out but not changed from the changelist

fickle roost
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ye i know, but people somehow always check out whole projects

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for some reason

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had same thing at work

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one dude locked the whole project for 3 studios ๐Ÿ˜„

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@dusk dove thanks

rotund bobcat
#

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

winged tiger
#

Does anyone have the steps for migrating a perforce CL to git via a diff/patch?

green lantern
#

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

green lantern
#

So now I'm moving OR renaming and then rebuilding the references and it seems to be behaving.

woven sluice
#

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

green lantern
#

Okay so check this out.

#
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.

woven sluice
#

oof. I've never thought about renaming/unrenaming ๐Ÿ˜„ I just run fix redirectors fairly frequently as a habit and somehow I stay out of troubleshrug2

green lantern
#

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. ๐Ÿ™‚

#

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..

green lantern
#

@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.

#

๐Ÿคž

gritty ferry
#

Has anyone here ever tried to open the P4VC that comes with P4V and it doesn't launch even as admin?

wooden dagger
#

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?

queen mantle
#

are you using a good git ignore?

#

also you can use LFS

wooden dagger
#

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?

gritty ferry
#

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

dusk dove
#

seems like it would be easier to just delete everything and make a new server

gritty ferry
#

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?

ocean ridge
#

@open bone do you currently use Plastic? does file locking actually work outside of the Gluon client? ๐Ÿค”

open bone
#

i do

#

and it does

#

you need to enable exclusive checkout on your server

ocean ridge
#

ok, we must have something set up wrong then, I'll keep playing with it

polar forum
#

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*

quaint obsidian
#

@polar forum Git, you can use gitab or azure devops repos

polar forum
#

Thx @quaint obsidian I just started messing with git, I will have to checkout azure devops, i didn't know that was a thing

west obsidian
#

Using gitkraken to push to gitlab.

normal cape
#

try again i guess?

thorny birch
#

Need help with setting up perforce with assembla. How can I verify SSL fingerprint?

#

I don't have much time before epic game jam

craggy swan
#

how do i make perforce not ignore my game .dll?
i've excluded Binaries folder from .p4ignore and still nothing

woven sluice
#

Perhaps share your ignore file on hastebin or something?...

heavy bridge
#

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

thorny birch
#

If you're in LAN can't u just use shared folders to work on project?

heavy bridge
#

my friend is a continent away

#

Has to be through the internet @thorny birch

thorny birch
#

Well you have nice article here and it turns out sometimes you need to have firewall on

frail cipher
#

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?

ocean ridge
#

add a Plugins directory to your project and drop them in there

#

plugins are loaded from there first, then the engine plugins directory

frail cipher
#

thanks!

ocean ridge
#

np, be sure not to accidentally exclude dlls in those directories if not all of your team has compiling environments set up

woven sluice
#

(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)

craggy swan
#

does anyone have experience setting up UnrealGameSync?

ocean hemlock
#

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?

rotund bobcat
#

it depends where you host it

#

e.g. bitbucket has 2 gig limit, but you can have lfs files for up to 100gb

ocean hemlock
#

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

rotund bobcat
#

well if it's on your own server I guess there's no size limit

#

lfs is a good addition to git though

ocean hemlock
#

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?

quaint obsidian
#

@ocean hemlock LFS has file locking fyi

ocean hemlock
#

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

quaint obsidian
misty ruin
#

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/

Mind Machines

From Git to Perforce
As a web developer coming into game development, I started off my projects using
Git. ย This worked well for code-heavy projects, where I was just using the
Unreal Starter content, and other odd assets here-or-there.

However, when other projects needed m...

open bone
#

who all uses Plastic?

#

how valuable would a program that takes plastic triggers and posts them to discord be to people?

haughty ember
#

Find me a bot that does that with Perforce actually

#

Now that would be useful

open bone
#

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

ocean ridge
#

I'm using plastic cloud FeelsBadMan

open bone
#

ah, rip

#

i dunno how plastic cloud works

ocean ridge
#

which supports a strange subset of operations sometimes

open bone
#

we self-host

ocean ridge
#

like I can't move changesets off of main to other branches โ•ฐ๏ผˆโ€ตโ–กโ€ฒ๏ผ‰โ•ฏ

open bone
#

currently it only works on after-checkin triggers

#

i have plans to add create-repo and delete-repo handlers

woven sluice
#

@haughty ember I have a script/discord bot that does it for my linux perforce server

haughty ember
#

@woven sluice hmm. Mines on Windows.

woven sluice
#

ahh darn

bitter ermine
#

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?

woven sluice
#

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)

gentle bay
#

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

dusk dove
#

use perforce, it can do that br_big_brain

limpid cliff
#

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 ?

rotund bobcat
#

specify your troubles maybe

limpid cliff
#

its not letting me push - even tho it says my files are tracked and lfs is installed and running

rotund bobcat
#

did you install git lfs

#

like git lfs install

limpid cliff
#

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

quaint obsidian
#

did you rewrite your commit?

#

git lfs migrate import --fixup

quaint obsidian
#

then you'll have to force push

#

git push -f

lament ember
#

some issue with file permissions...now ue4 ignores p4 check statuses

patent moat
#

Guys, should I create a new Assembla account for a new workspace?

weak bay
#

@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.

fickle roost
#

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)

jolly fog
#

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.

willow pine
#

@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

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.

dire pecan
#

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

limpid cliff
#

@quaint obsidian i did the git lfs migrate import --fixup command - and it broke my entire project ๐Ÿ˜› unable to even open it inside unreal now - is there a way to revert ?

quaint obsidian
#

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

limpid cliff
#

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

limpid cliff
#

also i just received the following email: Git LFS has been disabled on your personal account Cherrypoppin because youโ€™ve 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

wraith parrot
#

Try git checkout master and reload ue4

#

How large is your project?

#

@limpid cliff ^

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 ๐Ÿ˜›

rotund bobcat
#

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

wraith parrot
#

I think the server wont let you pull

#

do not use Dieter command!

#

It destroy your work

rotund bobcat
#

yes, that's what he wants

wraith parrot
#

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 donโ€™t want to destroy their work, only the git history

limpid cliff
#

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

wraith parrot
#

Or.. delete the .git folder (it is hidden by default) and then git init and recommit everything

#

or.. blow up your computer

limpid cliff
#

its been half way out the window this entire project ๐Ÿ˜› 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

wraith parrot
#

Can you use command line for this time? ๐Ÿ˜„

limpid cliff
#

nope ๐Ÿ˜› i cant clone it again either - getting the lfs out of bandwidth error

wraith parrot
#

i donโ€™t know github desktop

#

You probably want to locate

limpid cliff
#

i wont let me locate after i deletede the .git folder

wraith parrot
#

This is why you need to use git init

#

Desktop wonโ€™t let you do that with the GUI

limpid cliff
#

i cant open the cmd without the project open in the github desktop

wraith parrot
#

Hun, why?

#

Just open a new terminal

#

Or close desktop

rotund bobcat
#

just type cmd in the windows explorer path bar to open command window in current folder

wraith parrot
#

^

limpid cliff
#

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 ?

wraith parrot
#

Yep

limpid cliff
wraith parrot
#

Like this yep

limpid cliff
#

then im getting "cannot publish unborn head"

wraith parrot
#

Thatโ€™s normal, you donโ€™t have any commits yet

#

how large is your project directory atm?

rotund bobcat
#

you should do the git lfs install if you want to use it

limpid cliff
#

3 gb - but before all of this i was sitting at 12 gb - so something happened ๐Ÿ˜›

#

actually my backup from last friday is sitting at 16 gb

wraith parrot
#

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

rotund bobcat
#

you should set up your git lfs .gitattributes first

#

otherwise it'll just push all the files to the git

limpid cliff
#

git lfs is still complaining that i used over 1 gb already - so im guessing i fucked that up ?

wraith parrot
#

You shouldnโ€™t use lfs if you donโ€™t have a good github plan

limpid cliff
#

i have the free one - its a school project ! i pushed for perforce when we first started out but school wouldnt pay up ๐Ÿ˜•

wraith parrot
#

Well, just use legacy git storage

limpid cliff
#

is there a way around git lfs ? We only have 1 file exeeding 100 mb

wraith parrot
#

Yeah, just do what I just said :p

rotund bobcat
#

well the free plan also has a limit on non lfs repo size as well

wraith parrot
#

The hard limit is at 100Go, you should be pretty safe

rotund bobcat
#

still

#

In addition, we place a strict limit of files exceeding 100 MB

limpid cliff
#

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 ?

wraith parrot
#

you had 11 Go of object history

limpid cliff
#

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 ?

wraith parrot
#

It has failed

#

You had a connection drop

#

You can either retry, or use SSH

limpid cliff
#

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

wraith parrot
#

You can, but you canโ€™t push it to a remote git anymore

limpid cliff
#

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 !

quaint obsidian
#

@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

orchid leaf
#

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

woven sluice
#

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)

orchid leaf
#

thank you, i will give it a try

orchid leaf
#

it worked!, thanks

rotund bobcat
#

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

craggy swan
#

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?

fresh garnet
#

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've set them myself originally before anyone asks

jolly fog
#

@fresh garnet click the 3 dots on the right?

quaint obsidian
#

@fresh garnet what do you mean by set repository?

#

you mean the one you push to?

fresh garnet
#

Yup, it's not letting me change the repo there.

quaint obsidian
#

use git remote set-url origin repo url goes here

willow pine
#

How are you guys handling large files with git? git-lfs? Or is there another tool you're using for content?

rotund bobcat
#

git lfs for us yeah

normal cape
#

Yeah git lfs is what youโ€™d want to use.

outer hinge
#

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?

muted jungle
#

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

#

?

woven sluice
#

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?

#

@muted jungle

muted jungle
#

Thank you

outer hinge
#

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

outer hinge
#

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

quaint obsidian
#

@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

outer hinge
#

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*

summer lantern
#

is there actually a sensible way to generate a patchable diff in Perforce?

cinder heron
#

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

rotund bobcat
cinder heron
#

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)

rotund bobcat
#

Is your folder called test

#

maybe that's in your .gitignore file

cinder heron
#

The weird thing is

#

not like in the tutorial

#

it never gave me a initalize with git

#

like the buttom

rotund bobcat
#

do you have a .git folder in your directory

#

it might be hidden

#

so you have to enable view hidden items in your explorer

cinder heron
#

I mean this is where git is

#

/usr/bin/git

rotund bobcat
#

yes, but in your project folder

#

you should have a .git folder

cinder heron
#

This is going to sound really stupid

#

how do I open the project in my file explorer?

rotund bobcat
#

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

cinder heron
#

Sorry for late reply, there isnt a .git file

#

.git folder*

rotund bobcat
#

oh you're on mac

cinder heron
#

oh yeah

rotund bobcat
#

well open a terminal there

#

and type git init

#

see if there's a .git folder then

cinder heron
#

'Reinitialized existing Git repository in /Users/ElitePhoenix14/.git/'

rotund bobcat
#

ah so it does exist

cinder heron
#

should I move it anywhere?

rotund bobcat
#

no

cinder heron
#

what should I do now?

rotund bobcat
#

type git remote show origin in the terminal

#

and check if it shows correct fetch and push url

cinder heron
#

it doesnt

#

ah Ok I see, .git doesnt have the right repo to register I presume?

#

but yeah its different

rotund bobcat
#

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

cinder heron
#

got it

rotund bobcat
#

and then check again with the git remote show origin

#

to see if it updated correctly

cinder heron
#

it updated

rotund bobcat
#

well, then it should work now I think

#

to pull/push

cinder heron
#

let me make a init commit

rotund bobcat
#

personally I prefer the sourcetree GUI over the Github Desktop app, but that's personal preference

#

I do SourceTree + command line

cinder heron
#

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

cinder heron
#

I might just delete my repo and have UE create a repo for me

cinder heron
#

Update: still doesnt work. I dont understand whats wrong

jolly fog
#

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

cinder heron
#

What is the easiest one? I think I'll look into git kraken

jolly fog
#

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

cinder heron
#

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

jolly fog
#

you download gitkraken, then you can sign in with your github account

cinder heron
#

Right, I did that and created a new repo with it and cloned it

#

I did some reaading

jolly fog
#

can't you unlink it?

#

i don't use git plugin in ue4

#

i tried to, but it was just all fucky imo

cinder heron
#

I mean, how did you make a workaround for it

#

because git is just too shitty for me to handle

jolly fog
#

i just made the repo with a readme, cloned, then set up the project

#

you do know how to set up Git LFS?

cinder heron
#

I mean the Repo I cloned has initialized with LFS

#

other than that, no

jolly fog
#

alright

#

but if it is cloned then you just add your files to it

cinder heron
#

Oh wait, I did homebrew it

jolly fog
#

you can open the repo in gitkraken

cinder heron
#

wait, I have manually export content?

jolly fog
#

i mean for me i'd first clone a repo with a readme

#

initialized one

#

then add the files to it

cinder heron
#

right

jolly fog
#

after that i can commit and push as i'd like

#

make branches if need to be

cinder heron
#

right do I just drag and drop the files into the repo?

jolly fog
#

yea

cinder heron
#

is there a area I need to upload files to push to the master branch?

jolly fog
#

tbh i'd recommend you reading this

#

to getting started

cinder heron
#

Thanks ๐Ÿ˜„ 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 ?

jolly fog
#

yeah it will

#

but you'll have the history

cinder heron
#

hmm thanks Azure ๐Ÿ™‚

#

One last last question, you can import uassets into UE4 right?

#

*.uasset files

#

file type, I am not good today

jolly fog
#

i think so yea

#

can't remember if it's possible

shrewd vortex
#

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?

rotund bobcat
#

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

shrewd vortex
#

Have you heard about what sort of money people pay for it? I'll contact them about student options at least

rotund bobcat
#

it's free up to 5 users

#

but for other prices you have to contact them cause it depends on your situation

shrewd vortex
#

Alright, I sent them a message. Any ideas for the next best thing?

rotund bobcat
#

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

shrewd vortex
#

Ok thanks for the help! Will think things over and wait for some price quotes for Perforce

cinder heron
#

I ended up just making a 200gb SFTP server

#

Bit old school but it works ๐Ÿ™‚

rotund bobcat
#

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

wind chasm
#

@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

shrewd vortex
#

Well I have almost no money to spend so that rules Perforce out ๐Ÿ˜‰ unless the student licences are literally free

wind chasm
#

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$

shrewd vortex
#

Ok thanks for the advice, Iโ€™ll probably go with git then

wind chasm
#

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

shrewd vortex
#

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?

next obsidian
#

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

next obsidian
#

Fixed it, the workspace had an alternative root, which Unreal picked by default

woven sluice
#

@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.

shrewd vortex
#

Ohh, thanks @woven sluice !

cinder vigil
#

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?

woven sluice
#

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??

cinder vigil
#

They have different paths. One leads to the Workspace folder. The other leads to where I had stored the original project

woven sluice
#

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"

cinder vigil
#

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?

woven sluice
#

It's actually been a year or two since I set up a new depot so I can't remember exactly what happens noobthonk ๐Ÿ˜„

cinder vigil
#

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? : /

cinder vigil
#

Solution to the above issue: Delete Binaries, Intermediate, Saved & Re-Generate source files

polar forum
#

any good video tutorials for setting up a perforce server for unreal on linux?

cinder vigil
#

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.

woven sluice
#

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)

cinder vigil
#

@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.

hollow dune
#

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.

vivid scaffold
#

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?

limber solar
#

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

limber solar
#

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

livid pagoda
#

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?

quaint obsidian
#

@livid pagoda for hosting game builds, discord or itch are pretty good if that's what you mean by dev builds

rotund bobcat
#

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

livid pagoda
#

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

wanton badge
#

๐Ÿ–– How to get the generated UE project paths? Intermediate folder? that Name+Editor (so project name + visual studio config)?

cyan viper
#

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.

#

and ideas

#

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

valid olive
#

@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.

livid pagoda
#

@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?

gusty bobcat
#

@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 ;)

livid pagoda
#

@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 ๐Ÿ˜ต

gusty bobcat
#

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.

livid pagoda
#

so those files will be put somewhere else
we do decide to put where yeah (silly question sorry)

gusty bobcat
#

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

livid pagoda
#

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?

gusty bobcat
#

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 ;)

livid pagoda
#

lol 10 TB is likely overkill in a lot of cases

#

probably, ive only done small scale stuff up to now

gusty bobcat
#

10 x 10

livid pagoda
#

wait..sooo 100 Tb?

gusty bobcat
#

yes

#

its so cool 8-D

#

| /dev/md3 63T 7.4T 55T 12% /opt

livid pagoda
#

not gonna lie, i felt something after that realization

#

lol

gusty bobcat
#

I drive a RAID6 over 9 discs and leave 1 spare for flexibility

livid pagoda
#

Im actually lost on what a RAID6 is

#

haha

gusty bobcat
#

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)

livid pagoda
#

ah okay

#

and I had to do a websearch to decipher what a RAID is

#

lol

gusty bobcat
#

hahaha :D

livid pagoda
#

again, super new

gusty bobcat
#

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

livid pagoda
#

by that you mean someone from our side or their side?

gusty bobcat
#

your side ;) its a bare linux computer

#

someone must make it do something

#

<poke> do something

#

you know?

livid pagoda
#

gotcha

#

also <poke> lol

gusty bobcat
#

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

livid pagoda
#

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

#

๐Ÿ‘Œ

gusty bobcat
#

well......

livid pagoda
#

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?

gusty bobcat
#

well...................

#

if you wanna get broke 8-D

livid pagoda
#

quotes in bold for emphasis on adequate

gusty bobcat
#

you know that they actually bill you for traffic and storage, right?

#

if you make a closed repo

livid pagoda
#

git lfs you mean?

gusty bobcat
#

no github

livid pagoda
#

despite the "transparency"

#

ohhh, yes

gusty bobcat
#

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 ;)

livid pagoda
#

lol, thank you for the offer

#

๐Ÿ™‚

#

but for now, i think we can manage

#

for now

gusty bobcat
#

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 ;)

livid pagoda
#

kind of how Epic is using fortnite money to improve the engine lol

gusty bobcat
#

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

livid pagoda
#

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

gusty bobcat
#

well thats a somehow good mentality for gaming, but you will want to have a more comprehend understanding in your team

livid pagoda
#

getting off topic lol, but again, thank you for the help!

#

Oh that it true actually

#

its great for strategizing

gusty bobcat
#

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 ;)

livid pagoda
#

BACK ON TOPIC lol

gusty bobcat
#

oh wait

#

sorry

#

i am in another channel

#

LOL

livid pagoda
#

NOPE

#

xD

gusty bobcat
#

ok ;)

#

then we are offtopic damn it :D

livid pagoda
#

but I appreciate you dropping by

#

:p

gusty bobcat
#

well i already wanted to reply yesterday, but i didnt had the muse for a chat that would have followed ;)

livid pagoda
#

i think those last few bits were still sort of related to source control

#

i can relate

#

but I am grateful for the engagement

#

๐Ÿ˜„

gusty bobcat
#

keep me btw posted about what you pay at github on that

livid pagoda
#

will try to remember lol

gusty bobcat
#

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

livid pagoda
#

yup yup, so you can improve the service ;p

gusty bobcat
#

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

livid pagoda
#

recently they have 2GB free nw

#

they allowed 2GB per user i mean

gusty bobcat
#

i have 150 GB

livid pagoda
#

i think you upgrade by paying several cents per Gb

#

but i have to look again

gusty bobcat
#

the good thing is, i have so much storage that i keep the last 7 days of daily full backups

#

right now the backups directory of the server is 898GB