#source-control

1 messages · Page 56 of 1

lament ember
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Could not find engine in Perforce relative to project path
and i'm wondering where exactly it searching for one?

ornate willow
bitter sun
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What "Client" stands for in Rider's perforce plugin?

woven sluice
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corresponds to P4CLIENT variable, which is the workspace name @bitter sun

bitter sun
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Thanks @woven sluice 👍

woven sluice
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sidenote, using the P4CONFIG option can be a lot more convenient (populate P4CONFIG environment variable, use a text file in project root to permanently hold your perforce settings nicely per project instead of entering them directly in rider)

coarse coral
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For perforce, I'm getting "There are outstanding changes in the target which will be overwritten if you proceed with copying. It is recommended you perform a merge prior to copying." during a stream copy from a child stream to its parent stream, except I have already merged parent to child, and there are no outstanding changes in my client's change list for either stream. What should I do in this case? I don't want to force copy if something can break. I've had issues in the past forcing things before. Any suggestions?

woven sluice
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If it was me and I wasnt sure what was going on I'd probably make a manual copy of each stream on disk and run windiff on them to make sure there was actually nothing different...

Pretty sure we already told you that you shouldn't be using branching/streams though...? Why do you keep using these? (Except virtual streams, they're fantastic)

coarse coral
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hmm, ok I will run a diff. I'm not branching anymore, but I am using inherited streams, this was how I set up my project initially. I did not realize you suggested not to use streams in general. I use them so that I can keep source code out of the art stream. I will check if virtual streams allows for that as well.

coarse coral
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So that diff catches a file that is problematic I think, that p4 thinks is already resolved between each individual stream but it's different between the two streams. Someone has it locked though, so will have to wait for him to unlock. Hopefully that's the problem.

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Virtual streams looks nice and can do the excludes, but it does force me to work with the artists files as they check them in. Still thinking about that.

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I might also break stuff for them?

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oh hmm wait, u actually still do merge and copy on virtual streams I see, thought it acted on the parent streams immediately but it is deferred until you do these commands

woven sluice
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I feel like you're over thinking everything, what are you concerned about? (Does your normal workflow involve constantly submitting code that doesn't compile?)

Virtual streams don't do merge and copy, they act on the same files

coarse coral
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Mostly is that I have to check in dev-binaries for the artists. but I usually just compile with debug binaries. When I forget to check in dev binaries, their editor crashes. But I'll just have to try the virtual streams I don't think I have a good grasp of where they are different vs. regular streams.

woven sluice
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virtual streams are like a symlink of the original stream, but modified with stuff optionally cut out. it sounds like you're going to want to set up CI soon. the setup I ended up building for our small team is roughly like this:

Mainline stream contains everything as usual
Coders stream, virtual, contains everything except Binaries folder
Designers stream, virtual, contains everything except Source folder
JenkinsDev stream, virtual, contains everything except Content folder

Perforce runs a trigger whenever someone commits any .h, .cpp or .cs file to launch our CI system (Jenkins) which gets the latest code changes, builds dev binaries, and submits them for us. the only thing Coders have to worry about is submitting code that doesn't compile.

coarse coral
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Yeah you're right, I should set that up. I have been putting off learning Jenkins to do CI but it's starting to make more sense.

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thanks for explaining how you do it. I'll try to mirror that when I set it up

woven sluice
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in the grand scheme it's a fairly low-end setup but it's been really robust for us in early-mid dev now for half a year

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I coded a little discord bot that posts commits and build progress 😄 been planning on putting it on github eventually but... life

coarse coral
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Sounds cool. Code too messy to github for now? 😄 You guys using discord to communicate too I'm guessing

woven sluice
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yeah python is about a mile away from being my best language...

coarse coral
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python is deceptively simple

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always scratch my head at all the shortcuts ppl do

rough dove
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Hi

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What is the best tools .. or way .. for my ojective ?

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for Virtual production i need to create à tool for manage some Unreal parameters

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but i need an external program .. or .. tool .. or private session i dont know for manage some parameters not in the editor directly

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like Chroma Key ..

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position of the camera .. or sort of parameters

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i know some virtual studios use really cost products like Pixotop or such things

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but how to make a sort of UI to control externaly some parameters ? like DMX .. position of lights etc . ?

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what is the best way ?

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There is the Web control interface possibility like this

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but is there a 'Program " way control possible ?

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i have found an israel studio with this intention .. but seems to be "in dev and not downloadable for the moment

stark mural
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Hello ladies and gentlemen.
I am using Animation Starter Pack while prototyping my game.
Some of my assets reference assets of Animation Starter Pack.
I want to commit my assets to git repository.
I wonder, if I have to commit Animation Starter Pack referenced assets too.
I would love to store just my assets in repository as Animation Starter Pack can be easily downloaded separately.
Is there a way to achieve it?

simple lodge
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@stark mural .gitignore?

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But not sure why you wouldnt just store it in the repo

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You can also self host a git instance

timber quiver
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Oh, I actually didn't find any information about that, but I will look it up. For now I went for perforce self hosting

peak vault
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Hey guys, does anyone know how to work from distance collaboratively in a unreal project with perforce? or at least point me in a way that i can do it, please

valid cloud
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Anybody have experience running Unreal Multi-User Server? I'm having trouble persisting changes to a project that uses Git LFS 2 with File-locking. When I press 'persist changes' I get error messages in the Message Browser that show that I cannot copy files from the temporary state to the persisted project content. Any ideas or otherwise suggestions on where to look?

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It doesn't seem to be an issue with file-locking... and I can see that the temporarily stored assets are available on my local machine... but just in one of the hashed temporary folders, rather than in the project content folder

valid cloud
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Maybe the multi user server binary itself needs to be given write permissions to the project folder? No idea. Seems strange. It definitely has write permissions to its own subfolder already. So...

mild canopy
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this may not be a source control issue, but using github, sometimes .cpp files will not show up/load in editor? the files are right there in the folder, just unreal thinks they dont exist. only one or two as well, not all of them. any idea how to A get them to load and (if possible) B make sure it stops happening again?

crystal sand
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can i get some help with installing 4.26.1 source build i download that version and when i extract it and go to generate the files it said something is missing or not downloaded

mystic sparrow
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@crystal sand run setup.bat first

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It needs to grab additional files

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(readme mentions this, along with the whole process, on the github repo)

crystal sand
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thx

ornate willow
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Trying to set up Azure DevOps git repos, my first initial project push worked no problem with LFS, but my next push keeps failing with these errors. when searching, the only solutions I could find were to increase lfs.dialtimeout and lfs.tlstimeout to a high value, push still fails.
It says completed with errors but the changed files are not showing in the repo. Could it be because I moved the default template into another folder inside unreal?

short bison
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Has anyone had issues with git and uassets? I had a strange issue where I was not able to see the changed file in the commit/merge to main. Im looking into perforce now because it cost me a day of research to basically end up just deleting the branch and start over. So Im asking more for curiosity at this point

blazing quail
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@ornate willow try this

git config lfs.dialtimeout 600
git config lfs.tlstimeout 600
git config lfs.activitytimeout 600
git config lfs.keepalive 600
mystic sparrow
# ornate willow Trying to set up Azure DevOps git repos, my first initial project push worked no...
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git config http.version HTTP/1.1

red maple
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I'm really new to this git stuff

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I just want to upload my source files etc...

red maple
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Getting another issue now

rotund bobcat
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are you not using lfs?

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it's failing to push a big file

torpid ermine
red maple
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I just did the unreaengine hit ignore

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Gitignore*

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Should I add other folders to it?

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These are my folders

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I’ve ignored the plugins cos it had binaries in it

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Is there a way to push just the latest commit?

torpid ermine
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@red maple These are the current settings I am using, the git ignore only has a couple of minor differences for a syncing software used by a client. But nothing that would affect you.

You can force a push if you need to, but it depends if there are other people working on the project who's work you might erase.

But to check, you have git lfs installed and initialized for this repository?

red maple
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Yeah all installed and initialised, thank you for the help

torpid ermine
red maple
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Okay, I’ll give them a go, cheers dude

red maple
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Trying now, I’ll let y know how it goes, my git files were just text files so maybe it’ll work now?

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Still getting the same error

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I’ll try force a push tomorrow

woven sluice
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I think Dieter told you the problem like 60 seconds after your first message 👀

ornate willow
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@blazing quail @mystic sparrow, thank you for your replies. Strangely enough, the issue was that the host URL that Azure DevOps gives you does not work as it should with LFS. For some reason, I needed to change my host URL to https://{organisation}.visualstudio.com

Idk why, but many users report that the new URL they give you ( https://dev.azure/ {organisation} ) doesn't work with LFS, you have to use their old visualstudio.com, bizarre (because it's not documented on their pages at all) but it works!

mystic sparrow
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Odd 🤔

limpid mason
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Anyone here use TeamCity?

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If so I have a question for you: Are you aware of a way to trigger jobs based on changes in a given set of streams but have TeamCity not sync anything?

If I set the checkout rules to be -:. so it doesn't sync anything then the triggers don't seem to work. The triggers seem to be based on the checkout rules.

limpid mason
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...

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i...

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but...

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:/

merry verge
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Option is under Build configuration settings -> Version Control Settings

limpid mason
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I just... wow...

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OK, going to go try that, I am very much sad that I missed something so obvious

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Thank you

merry verge
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No worries. I'm not sure it'll do exactly what you want but it's worth a shot.

limpid mason
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it is indeed

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So by not checking out files it doesn't create a Perforce workspace

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it also then doesn't set any of the env variables for Perforce, such as the p4 port

fierce bone
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Is there a lfs/bfg command that removes unreachable objects based on the current commit?

outer kiln
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RElatively new to SC, is it normal to have to save all in a project before SC will 'see' anything needs submitted ?

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I just added as a test, I modeled a polygonal object

simple lodge
simple lodge
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you cant detect changes that arent saved?

simple lodge
limpid mason
limpid mason
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This is a super hacky script, but it works as a proof of concept:

$triggerStream = "%teamcity.build.branch%"
$triggerCL = "%build.vcs.number%"
$escapedStream = "$triggerStream".replace("/", "+")

$p4ClientName = "%teamcity.agent.hostname%-dev-binaries-%teamcity.build.default.checkoutDir%"

$clientSpec = "%vcsroot.workspace-options%"
$clientSpec += "`nOwner: %vcsroot.user%"
$clientSpec += "`nStream: //Squad/Dev-Binaries"
$clientSpec += "`nRoot: %system.teamcity.build.checkoutDir%"
$clientSpec += "`nClient: $p4ClientName"

$clientSpec | p4 client -i

$addFile = $false

p4 -c "$p4ClientName" sync -f "...#head"

if (Test-Path -Path "$escapedStream.zip") {
    p4 -c "$p4ClientName" revert -k "$escapedStream.zip"
    p4 -c "$p4ClientName" sync -k "$escapedStream.zip"
    p4 -c "$p4ClientName" edit "$escapedStream.zip"
    Remove-Item -Path "$escapedStream.zip"
} else {
    $addFile = $true
}

7z.exe a "$escapedStream.zip" ".\Squad" ".\UnrealEngine" -r

if ($addFile) {
    p4 -c "$p4ClientName" add "$escapedStream.zip"
}

p4 -c "$p4ClientName" submit -d "[CL $triggerCL] Precompiled binaries $triggerStream"
outer kiln
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@simple lodge I guess I thought SC monitored that stuff itself, but ya

simple lodge
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Nah you have to save the file before its marked for checkin

bitter sun
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@river charm
Perforce gives one year free AWS server
Its slow, but a good choice if you are comfortable with it

river charm
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Hello, what do you people use for source control? I'm very confortable with git, but github hates the big files (uassets) in my project. Also tried git-LFS but it doesn't work and complains I'm already over the quota, asking for $$$, so... what do you do?

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Thanks, I'll check it out. I really like git, but I guess I'll have to give perforce a shot

limpid mason
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Git with a Git server backed by LFS is a really great way to go. You just have to make sure you configure it right. Lots of people really enjoy self hosting GitLab and using its Git LFS system.

jaunty karma
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for perforce, when I make a new depot for each project, should I make sure its a stream depot type?

iron bronze
limpid mason
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^^

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You don't have to, but generally speaking even if you don't plan on using streams now, having it be a stream depot at least gives you the option to do that down the road without having to make a new depot.

fierce bone
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Has anyone else had to git-filter-repo a bunch of missing lfs OID's because old LFS files were moved/renamed?

paper hound
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Hi!! Any beginner friendly alternative to perforce or git?

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I need to work with friends and they will most likely test and add some sounds etc..

rotund bobcat
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idk if there's something more beginner friendly than git with a GUI

mystic sparrow
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Yeah, sourcetree is pretty nice

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& Azure devops works great for hosting the repo

left summit
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git is the best

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azure is good tho

short bison
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Ive had issues with git not reading certain files in the workspace, specifically like uasset widgets and such though

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And its not just me, a bunch of people even with lfs were having trouble online

jolly fog
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was that with git, or with git-lfs

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did you have file locking with lfs?

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aside from the usual configuration shenanigans, those 3 could make git work in vastly different ways

obsidian cypress
# paper hound Hi!! Any beginner friendly alternative to perforce or git?

Git is the friendliest and most used for SCM in general. That being said, my experience with the git integration in the engine was god awful. Even with locking I’d only recommend it for teams of less then 5 and also have everyone heavily communicating what they edited. Handling merges is not a fun time.

If you wanted a free and quick setup, azure Devops really is the best way to go. Unlimited storage(all other providers have caps for lfs) and all you need to do to turn it on is add a single file to your project folder

merry verge
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I wouldn't call git friendly, but it certainly is the most commonly used VCS these days (outside the game industry, at least). Honestly I don't know if I'd call any widely-used VCS "beginner friendly" but if you've never touched a VCS before git is probably the way to go simply because everyone uses it and there are lots of good GUIs that help smooth over the sharp edges.
I'd argue perforce is actually much easier to use, but requires that someone know how to administrate the server as there's only one managed hosting service (assembla) and it's not cheap.

pale walrus
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Hello there,

I'm trying to sync Plastic fresh repo with Git, but when it downloads all the content and you open project all the assets are invalid (you don't see them and if you try to load them in c++ constructorhelpers it fires a warning about no such asset). Anyone know how to fix this ?

rotund bobcat
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Plastic and Git are 2 different things or am I wrong?

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do you have the files on disc

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and are they like 1 kb big

sturdy lake
rotund bobcat
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cause in git something like this is often caused by a failed LFS pull

sturdy lake
pale walrus
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Yeah, they syncing between each other.

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More accurately Plastic can pull from git and push to it, pretending its a usual git user.

rotund bobcat
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well is your repo using git lfs, if that lfs pull fails you get all your assets as just 1kb file pointers which would explain your situation

pale walrus
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Yeah, seems like. But what is the work around?

Strange how I didn't notice that even though I familiar whith this lfs stuff

rotund bobcat
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just try a manual git lfs pull in your command line

pale walrus
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After this Plastic thinks I changed files and wants me to commit changes (all the content). It makes no sense and will f up repo history. I don't want that.

rotund bobcat
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do you have a .gitatttributes file

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cause that file marks what should go in lfs storage and what not

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but that file should normally be included in your repo if set up properly

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although it would still show as changed

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so that's weird that it's saying you changed everything

pale walrus
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Yes I do.
I don't know why it acts like this, hope anyone here tried to sync git with lfs and Plastic.

I've contacted support, I'll give you a shot when it will be solved, but would appreciate any experience you had in this question.

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Also, do u mark uassets as binary files or as text in Plastic?

sturdy lake
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they are binary files

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text files in an SCM would be so that they could be merged as ASCII, which .uassets definitely can't

pale walrus
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I know, but by default it tracks them as text somehow, that's why I ask

sturdy lake
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No idea - I'm pretty convinced they should be binary

pale walrus
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Same. Thx

sturdy lake
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👍

pale walrus
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I'm afraid the git LFS support operation only works for GitHub repos for now. SO I think it may be the key to the problem. - Support. 😢

barren halo
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Don't know if this is the channel to get information on trying to connect two computer from two locations out of state to use the unreal engine .

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And that both can use the same assets

rotund bobcat
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well yeah, use any form of cloud hosted source control

barren halo
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Ok all relay that to my friend so we can have it set up

gilded night
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@river charm mercurial, on local machine, easy to setup and use.

tribal lynx
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How do i pick a new skeleton for my animBP?

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if i deleted the skeleon

merry verge
tribal lynx
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i didnt even know where i was

daring lagoon
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Has anyone used Helix Core AWS AMI yet?

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I currently use bitbucket git, with lfs and will be adding more people soon. I've done git merges with game engines or 'binaries' before and it sucked. I've heard perforce is what I should probably be using as I add people.

merry verge
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Perforce doesn't solve that problem, it just natively has file locking. Git LFS supports locks as well.

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If your only reason to move to perforce is file locking, try setting it up with git LFS first

daring lagoon
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Thanks. I'll check that out.

old gate
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I hate git, but I need to do something.. I'd like to diff 2 tags in the same repository, remotely (if possible), make a patch and then apply the patch to a local checkout of another repo

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how can I do this ?

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and the I'd check out current 4.26 branch from Epic's repo and apply patch to it

simple lodge
pale walrus
simple lodge
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Oh right thought you meant LFS in general

slate pulsar
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So what's the best practice to not get merge conflicts? Work in separate folders? Subtract/add the .umap to the git ignore?

merry verge
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For any binary files, use LFS locks

long hull
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Is there any doc on if/how LFS locks work across branches/forks? I never got around to testing it myself, so I'm asking if anyone already has the answer.

merry verge
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They don't.

old gate
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I am using Tortoise Git
this is what I get when browsing referenced and comparing tags:

old gate
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lol, no one uses git here? really?

woven sluice
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I'm not sure if you were hoping for someone to give you an answer, but if so, it helps if you ask a question?

daring lagoon
# old gate lol, no one uses git here? really?

So. If the two tags are in the same repo, you can google git diff references which will generate diffs between two commits. I can't remember the exact command. You can also create a branch from the later tag, then checkout the previous tag, then do a pull request against the other branch. You can't really move commits from one repo to another, but you can sure copy and paste files 😉

old gate
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@daring lagoon yeeh, that's what I had to do and now that I tried patch and merge, I get a lot of conflicts

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my guess is that UE4 code is as clusterf#ck as is and adding another clusterf#ck SDK code from Oculus doesn't help really

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I guess I'll just wait for official release from Oculus

daring lagoon
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yeah sometimes.. you have to deal with conflics

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i don't alter the UE engine code

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so less troublesome on my end.. but in my day job.. i've had to deal with some clusters

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using something like beyond compare, or gitkraken or rider for unreal might help with the conflics

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Bitbucket has a nice pull request UI too that helps figure out conflics

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one way to minimize conflics is to make minor changes and wrap things. Like insert a function or an overload, then write your custom code in a diff class

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or massive comment blocks

old gate
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nah, I don't usually deal with engine besides cloning and compiling, but Oculus got stuck on 4.26.0 and current Epic's 4.26 branch got a lot of fixes since 4.26.0 release day

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so I simply wanted to get Oculus integration out of 4.26.0 and put it into Epic's 4.26.2

daring lagoon
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I see

carmine walrus
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You can't really move commits from one repo to another
Doesn't that just require you to add a new remote and pushing to it?

jolly fog
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I am guessing the first 4 lines are very bad.... but then the rest of the commit seems to go ahead anyway?

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All this happened since I accidentally pulled the plug on my PC while I had project settings open

earnest snow
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hey has anyone ever setup their own perforce server?

ornate willow
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is git config local? will running git config http.version HTTP/1.1 only apply to me or will it go to all users?

mystic sparrow
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99% sure yes, only for you

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Even if it's in the project .git config, as you can configure all kinds of things for yourself there

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Email and authentication strategy being examples

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Will let someone who knows 100% comment though 😄

Racking my brain to try and remember if there's any config commands that are actually persistent across users that would pull the repo.

cyan jay
ornate willow
# mystic sparrow 99% sure yes, only for you

I was 99% also, and checked those same pages. The config exists in the root of the repo. I was getting strange behavior across 2 repos that implied that there was some kind of global config, and turns out the GUI I'm using for that had a global setting

earnest snow
# cyan jay Yes plenty of people have, including myself. There's a pretty good video on YouT...

I've found a few. Finally got a connection from one machine to the other on the same local network. I'd be curious to see which YouTube video it is that you recommend though.

I was having a hell of a time with the windows firewall. I ended up having to create a "rule" in the settings to allow traffic on port 1666. Does that sound okay? Should I be restricting it to perforce traffic somehow or is leaving the whole port open like that okay?

cyan jay
# earnest snow I've found a few. Finally got a connection from one machine to the other on the ...

This is a decent video, closest to what I would actually do. https://www.youtube.com/watch?v=GsdS71tdGj8
I always work through the latest official docs myself, and I have setup on Linux cloud VM not my local machine.
I have setup on a local linux VM running on VirtualBox many times this might be the easiest and it produces a VM you can port to other machines easily.
https://www.perforce.com/manuals/p4sag/Content/P4SAG/chapter.install.html

Regarding exposing the port, yes that's what you need to do, and if you want other people to connect to your local machine you need to forward the port on your router.
A couple of security tips if you want:

  1. Configure the perforce server for SSL - this is an important step.
  2. Don't use default port of 1666 - use something random like 27389

[edit: forgot how difficult finding the correct p4 docs is - the P4SAG (Server Administration Guide) is the one to follow]

timid depot
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The documentation is super undetailed..

quiet grotto
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I have a branch that uses some plugins other branches do not, will there be issues when merging these two branches? Or is there going to be some inconvenience?

ornate willow
# quiet grotto I have a branch that uses some plugins other branches do not, will there be issu...

When I encountered this, it creates a plugin dependency. So when you merge your branch with Plugin1 and Plugin2, but the others on the main branch only have Plugin1, when they open the project they will need to install the plugin or not be able to open the project. You can remedy this by disabling the plugin in the .uproject file (via text editor) when merging the branch, but any content that relies on that plugin most likely won't work for the others. The most common occurrence of this is some programmers using Rider and some using Visual Studio

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granted this was a while ago, so if you have a safe environment to test this it may be worth the test

ornate willow
fierce coral
#

Is it possible to have the contents/content browser of a project hosted in another computer? Let's say a storage server for an example.

kind olive
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Has anyone here pointed a Digital Ocean droplet at a spaces volume? Wondering if it worked out.

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Running Perforce on the Droplet

merry verge
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Can't speak for DO specifically but I have a perforce server on a linode with storage on a block storage volume. Works well enough but it is slower than local storage. Probably fine for a small team though, as long as you aren't constantly submitting new stuff.

timid depot
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There are 0 information about that part.

ornate willow
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if your team is all getting the source build (required), then when you enable and deploy the new source build of the engine, when everyone builds it the metadata service will be running

timid depot
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Is that service running within engine or ugs? @ornate willow

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Yes, we're all getting source build at the moment, but I didn't enable bSendTelemetry for our UGS builds

#
/// <summary>
        /// SQL connection string used to connect to the database for telemetry and review data. The 'Program' class is a partial class, to allow an
        /// opportunistically included C# source file in NotForLicensees/ProgramSettings.cs to override this value in a static constructor.
        /// </summary>
        public static readonly string ApiUrl = null;

Also there is something like that, I'll probably need to create a mysql database?

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Also I couldn't find bSendTelemetry variable in Engine/Source/Programs/UnrealGameSync/UnrealGameSync/DeploymentSettings.cs

simple lodge
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Generally you just work in mainline for any art assets/bp's, code can work in branches

daring lagoon
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so.. been 1/2 way across the internet.. can't seem to understand wtf this is talking about file(s) not in client view.

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when trying to add a file

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everywhere says to go to edit workspace and add the tree to the view...

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nm.. just figured it out

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i needed to create the depot folder locally

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ug..

daring lagoon
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is there a way to do the -f force for the wildcards in the p4 client ui?

daring lagoon
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so I added ```depot\UE4Root\Engine\Source\ThirdParty\DotNetZip\Examples\C#\CreateZip\CreateZip.csproj' contains wildcards [@#%].
Can't add filenames with wildcards [@#%
] in them.
Use -f option to force add.

#

says this \depot\UE4Root\Engine\Source\ThirdParty\DotNetZip\Examples\C#\CreateZip\CreateZip.cs //depot/UE4Root/Engine/Source/ThirdParty/DotNetZip/Examples/C%23/CreateZip/CreateZip.cs#1 - currently opened for add

simple lodge
#

Seems pretty obvious

#

you have the #

#

if you do on commandline you probably need to escape it/force
I think there is a tickbox somewhere in p4v for it

daring lagoon
#

you wouldn't happen to know where

#

right now.. im trying reconcile in hopes it does the force for me

simple lodge
#

its perforce so probably you need to P4SET some variable

#

try the p4help add

daring lagoon
#

k ill look.. first time using Perforce

#

so used to git

simple lodge
#

You do know lfs git is pretty viable

#

for a moderate sized studio

daring lagoon
#

yes. I use that currently, but the lock for lfs is much more yucky with the ue4 integration right now

#

so.. trying perforce out

#

if it sucks.. ill go back

ornate willow
#

GIT LFS lock is very yucky with UE intergration. you will love perforce, but you won't love how much it's going to cost you to have more then 5 people on the team

#

With AzureDevOps git repos, how does the $6/per user/per month work? Does each user account pay their $6? Or does the org/project owner pay it?

merry verge
#

org pays it

ornate willow
ornate willow
#

does everyone need to run this command to enable LFS locks? or is there a way to push it to everyone's config?

daring lagoon
#

well I have only 2 so far and spend is about $40/month on bitbucket git

#

so perforce aws.. we will see

ornate willow
# daring lagoon so perforce aws.. we will see

perforce is free for 5 users, you will need to continue to pay for hosting, I would REALLY recommend staying on bitbucket if they have something for hosting like an EC2 instance for p4d. the dynamic pricing of amazon is a pain to keep track of when you are just trying to get stuff done. Also Linode has some really great pricing right now

#

Does anyone use Azure DevOps CD pipelines? Are they worth it? Have you broken out of the 1800 minutes per month free tier?

merry verge
#

I've used ado pipelines, they're fine. They work the way you'd expect any similar system to work (and github's CI solution is actually built on some of the same tech). The UI for browsing logs is kind of awful, though you really have to have some massive logs and long runtimes for it to become an issue.

#

I don't recommend using a hosted runner for unreal though. You'll burn entirely through your CI credits just downloading the engine. Also you can't install your own software which may or may not be required.

#

Self-hosted runners are fine though, since you have full control over the hardware and can preinstall (or at least cache) stuff like unreal.

simple lodge
simple lodge
#

A good ballpark is $2.50/user/month if you are being reasonably cost optimised

ornate willow
#

thank you siliex

daring lagoon
#

Sure. Most of the money is storage for lfs in bitbucket. Perforce is hosted in AWS which I manage stuff for my day job there so cost isn’t a big deal. Easy enough to buy a small reserved instance for the year.

daring lagoon
near night
#

Does the UE4 git integration actually work with LFS?

#

It keeps giving me checkout prompts in the editor, seems related to how it defines 'checked out' in git.

daring lagoon
#

i dont think it works right now well

#

i basically didn't choose the integration and did git command line

rotund bobcat
#

the git plugin in editor is not very advanced

daring lagoon
#

meanwhile.. restructuring my perforce folders LOL

daring lagoon
#

hey does anyone have a good workflow diagram of perforce

daring lagoon
#

Okay.. figured out the issue.. I was following an old doc which did not have me setup stream depots.. going to go fix that now LOL

ornate willow
ornate willow
daring lagoon
#

What is ugs? Also it seems to act more like git with its representation of branches

#

Yet to get it setup to try out

#

Been purging depot all day

cyan jay
#

Streams are useful because they avoid having to setup workspaces manually and virtual streams are super useful for different roles and build machines etc

ornate willow
#

How can I update my git LFS installation through commandline? or am I safe to uninstall and reinstall and just prune then checkout all LFS content with the new installation?
can't find anything online thats not updating it on linux with a custom script..

neat grotto
simple lodge
#

That version does have a couple crashes but it’s not awful, it is. A bit slow though due to how UE4 works

near night
#

Thanks everyone for the info. Yeah I can't use locking anyway since repo is on BitBucket, but seems the bundled plugin doesn't even work properly without locking. Will give the other one a go.

daring lagoon
#

why wouldn't locking work on bitbucket?

#

it is just git

#

do you have git lfs enabled?

rotund bobcat
#

there's no locking support in cloud hosted bitbucket

daring lagoon
#

orly

rotund bobcat
#

it's just the way the cookie crumbles

daring lagoon
#

well glad I made the jump to perforce LOL

daring lagoon
#

copying engine source to another hdd to get in my new stream!

#

🙂

#

little things

ornate willow
jaunty karma
#

so I am using plastic and I have an issue, how does one handle changes that don't need to be committed but you still want to update workspace ?

blissful ember
#

Hello, I am learning to use Source control and Git with LFS files - it is working fine but, my collegue reimports static mesh and I can not see changed static mesh only the log.

  • We are working in separate levels
  • we are using standart plugin (not the LFS 2)
  • our project is opened from my computer and also on collegue computer'

The same issue has occured with Material instance.

Thank you fowrward for any help!

daring lagoon
#

make sure to do a git pull, and then check git log to see if his changes got there

daring lagoon
#

also make sure he did a git add to add the file, git commit to commit it.. then git push to push it to remote

blissful ember
simple lodge
#

then regen project files, build project editor and open project and it will show up

blissful ember
#

Ou! We left UE4 still open!

simple lodge
#

I mean if you use the plugin UE open is probably ok, but id recommend using Tortoisegit or some other external tool

blissful ember
#

And is there any source control system, that we could realtime see changes in content browser?

jolly fog
#

Look at the first line, is this something it always says (meaning it's disabled up until I commit something, then it reenables for the commit) or is this an error?

#

does this just mean something is up with the engine content? idk

daring lagoon
merry verge
#

It does not. There are no source control systems that give live updates, that'd break the workflow of preparing and submitting changes. The closest thing is multi user editing but that is not a replacement for source control.

blissful ember
merry verge
#

It won't, don't expect that to happen. "realtime" source control isn't desired in most circumstances, learn to use the tools that already exist.

#

Or look into multi-user editing, but again that's not a replacement for source control.

blissful ember
#

We have tested it through softether VPN, but there are still some issues :/ Anyway thanks a lot!

woven sluice
#

Just use a shared dropbox folder mememan mememan mememan

merry verge
#

pls no

languid escarp
#

does git have some sort of mechanism for fetching commits that haven't been pushed yet from another computer on the same LAN?

#

I'd like to share code between my test computers and main computer without having to push it to my repo

merry verge
languid escarp
#

cool, how do I set that up?

merry verge
#

Setup a file share (right click directory -> properties -> sharing). Then make sure the share works on the other computer (Win+R, enter \\COMPUTERNAME).
Then add the computer's fileshare as a new remote - git remote add some-remote-name //COMPUTER/ShareName/path/to/git/dir

#

then run git fetch some-remote-name which will grab everything so that you can work with it locally.

languid escarp
#

path-to-git is path to the .git or the actual dir w/ .git in it?

merry verge
#

the dir with .git in it

#

sorry, wasn't clear on that

languid escarp
#

1/10

#

it worked!

#

nice! thanks

daring lagoon
#

even if its short lived

simple lodge
#

its much easier than trying to remote pull over lan

languid escarp
#

I've got my answer yesterday and it worked

#

remote over lan took 2 minutes to set up and works like a charm

lucid laurel
#

About Perforce.
Lately I have the issue that when trying to save a file (that hasn't been modified) Source control tells me that "The following assets are writable on disk but not checked out from source control: ...".
The problem comes when moving files to another folder. The redirect gets created and the same thing happens that the asset hasn't been changed and gets not checked out.

In my changelist I have stated that my moved file has been removed and another (the same file) object has been created in another file. With that, I loose my history of changes for that file.

#

Not sure why that "The following assets are writable on disk but not checked out from source control: ..." is keep coming. It didn't occurred in the past really.

slow bluff
#

Has anyone successfully built a game, with a team, using the multi-user editing server for unreal? Having some problems currently getting started but I want to know if it is even worth it

elder shell
#

is there a way to show a different file version for a user?

#

vs another? in perforce

merry verge
elder shell
#

no for user a i want to show latest version

#

for user b i want to show a diff version of the file

#

is that possible @merry verge

merry verge
#

that... doesn't really make sense

#

I guess you could map separate files or directories into a client view but I seriously question why.

#

And that won't map different versions of the same file, it'll map two different files with the same name into one location locally.

#

You can tell perforce to download an earlier version of a file (that's the entire point of source control - having history available) but it sounds like that isn't what you want.

scarlet copper
#

I'm at the point where my project is too big for github (1gb). Are there any other free alternative for source control? I've got a spare 1tb laptop I could use but I've got no clue how I would set it up for source control.

ornate willow
#

its a git repo so everything should already be similar to you, just another host really

ornate willow
#

@blissful ember please don't DM me or others in this server, ask your question, if you don't get an answer find another place outside of this discord to ask your question

cyan jay
jaunty hornet
#

What's the best way to update a project to a newer version of UE4 while working under P4V?

simple lodge
#

open it on a branch, get it working, push back changes

#

merge branch into master

woven sluice
#

If using perforce, just update it. Branching is pointless

simple lodge
#

Usually when you upgrade much stuff breaks, can be good to get the fixes done in a branch

#

but its a valid point

willow geode
#

How do you setup source control?

#

with GIT

unborn relic
#

git init 😛

quiet grotto
#

does something happen if I pull and my internet goes off in the middle of it?

#

the pull is going at 46kb/s

molten marsh
#

When your internet comes back you can finish the pull.

quiet grotto
#

alright thanks

lucid laurel
#

About Binaries in Source Control. I didn't got smart from googling about it.
C++ Programmer can submit their Binaries, so Artist (non Programmers) don't need to compile the Binaries right?

  1. Which Binaries files are needed to be pushed?
  2. Do the non programmers not compile the necessary C++ binaries when just starting the .uproject?
#

Since the binaries aren't automatically checked out, it seems to be a very forgettable thing to check them out on every C++ commit.

I would say it's better for non programmers to compile the binaries themselves right? The necessary part is just for them to install the C++ prerequisites (Visual Studio) correct?

unborn relic
# lucid laurel About Binaries in Source Control. I didn't got smart from googling about it. C++...

Submitting binaries has a really big drawback, each time you submit your code, you need to also update the binaries. Especially for fast iteration it would be better, if design just syncs the code and runs a build script for the editor.
Also if I'm not mistaking will just submitting the binaries not work, I think you would need to package an editor build but no Idea how that works. For small teams I would just give design some sort of a build script they run after sync

lucid laurel
#

"2. Do the non programmers not compile the necessary C++ binaries when just starting the .uproject?"

So that (2.) is not true. They need to run a build script.

Is it necessary to have the C++ prerequisites installed? Or is the build script enough?

#

@unborn relic "For small teams..". Why not for big teams?

unborn relic
#

build script = have a script that just start the compiler, so they need the c++ pre stuff

rotund bobcat
#

What we did was have our build machine automatically compile on merging in a new branch, it would then put it's binaries in a separate folder, and the artists had a git hook that would automatically move it to the right folder on their pc

unborn relic
lucid laurel
#

okay, thanks for the Input @unborn relic @rotund bobcat 😃

lucid laurel
# unborn relic build script = have a script that just start the compiler, so they need the c++ ...

The build script uses the path to the engines RunUAT.bat:
"[EnginePath]\Engine\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph
right? So everyone who wants to use the build script needs to modify the engine path inside their buildScript.bat.

Isn't their a more elegant solution? Where Artist for example don't need to do that much (modifying the buildScript.bat) stuff to just compile C++ binaries?

unborn relic
#

Well I wrote a tool to where you once configure your environment and then all our scripts (bash scripts) will read those env values

lucid laurel
#

okay

lucid laurel
#

my BuildProject.bat:

"C:\Program Files\Epic Games\UE_4.26\Engine\Build\BatchFiles\RunUAT.bat" BuildGraph
-Script="C:\UE_Git\UnrealEngine\Engine\Build\Graph\Examples\Building.xml"
-target="Compile UnrealHeaderTool"

exited out with the Error: ERROR: Missing -Script= parameter for BuildGraph

Why? 🥲

unborn relic
languid escarp
#

would you recommend svn or perforce for binary test builds?

simple lodge
#

If you have the budget or are <5/20 users you can use perforce. Its much more tightly integrated

night junco
#

Hey folks, I'm wondering if anyone has a link to a good sample github repo template/example for small side projects? I'm doing UE4/c++ tutorials and would like to have my repositories set up in the best manner, with a good readme, etc.

I work as a software dev and am familiar with version / source control (mostly TFS) but am not familiar with the best way to present this kind of stuff for career reasons.

simple lodge
#

only thing you really "need" is a .ignore file. Rest is basically preference

inner shadow
#

Hey everyone, We're using Perforce hosted on Digital Ocean and I've been looking into Multi User Editing remotely. Does any one have an idea of if it would be possible to compile a MUE Linux server to host on a VPC? Or if anyone has any experience with remote multi user editing any help would be greatly appreciated!

simple lodge
#

all it requires is UE4, and perforce for locking

#

so you can just run it on a vm I would imagine
Or probably easier way is use a VPN with layer2 virtualisation

uneven apex
#

Hi, I updated the source version of Github because I couldn't enter my project. Now I can enter to my project but I can't modify all assets that were changed on the other source version. What can I do?

daring lagoon
#

hi. Does anyone use p4 with Rider for UE? If so.. is there a way to use the p4ignore file?

#

Doesn't seem to be respecting the p4ignore

#

I'm using to official helix plugin vs the community one

torn dock
quaint obsidian
# long hull Is there any doc on if/how LFS locks work across branches/forks? I never got aro...

Sorry, really late on this but locks are branch agnostic. For the duration that the lock is active, no one can modify the file. Once it is unlocked, anyone can modify the file even if their branch does not have the latest changes to that file. So it's best to use an approach like Epic did with their Perforce plugin, where different branches are checked for file revisions to make sure your branch has the latest version of a file.

timid depot
#

I even didn't bother with setting up a windows server just for that, I think it's a bit overkill, our perforce server is running on linux.

molten marsh
#

The central server has the Authoritative copy of the project. Then a program like Perforce allows you to access that copy of the project to sync to. This then allows you to make changes to that project.

quaint obsidian
#

Yes I saw your answer but I didn't feel it was detailed enough and could be misleading in some ways

daring lagoon
#

I'd pick one. Either branches or locks. Keeps it simpler.

onyx canyon
#

Does UE4 supports Git LFS locking?

lean socket
#

How do you guys deal reconciling art asset naming with the game source control? For example, we want to be able to track art assets, so we want to use Prefix_BaseAssetName_Variant_Version_Creator_YY_MM_Suffix to name all our art assets, but once they go into UE and perforce, we want to use it's versioning system. Updating an asset means we now have two assets with different names since the updated asset is no longer the same name as the original asset.

Or is this just totally the wrong approach?

Note that the artists are not using source control (Mostly because perforce is unholy expensive for more than 5 people),

#

If someone with experience is willing to have a VC with me about this, it would also be very helpful 🙂

woven sluice
#

"Updating" as in just renaming?... You know about redirectors and the fix up redirectors command? No idea how you'll find a successful workflow with some people off perforce and some in though... (I feel your pain :/ )

lean socket
#

Or am I manually renaming the new updated asset and redirecting references to it?

#

Wouldn't that break the versioning/changelog in perforce?

woven sluice
#

I guess it's unclear to me if your concern is about (re?)naming the source file or the .uasset file?

perforce isn't dumb, it will know when you just move an existing file. If the binary file contents change "too much" (at the same time as the move) it will become a new file. I don't know the details much more than that

merry verge
#

Perforce doesn't quite work like that. Git works like that - it tries to follow renames "magically" by checking file contents.
Perforce rename operations (technically an integrate + delete) are explicit and history will follow the file around as long as you're renaming through perforce itself. Regardless of how much the file changes.

#

But yeah... just rename the assets in unreal (with source control enabled), fix up redirectors afterwards, and you should be fine. Version history will be kept - if you submit the files and then go into P4V you can view the full file history from before the rename.

#

Additionally, you can just click the "reimport" or "reimport with new file" options in the right click menu for assets if you need to update the asset from the source files. No reason to import the source file again separately - just let unreal reimport it into the current asset.

woven sluice
#

? you don't have to "rename through perforce itself". or are we talking about different things and there's some different functionality i'm unaware of if you use that instead of letting it detect the move?

merry verge
#

Unless you're using reconcile offline work, perforce doesn't "detect" anything by itself

#

Are you talking about moving things through unreal's content browser? I should have been a bit more clear - I'm including that as "using perforce itself"

#

because unreal, with perforce integration enabled, will automatically do the p4 rename (err, integrate) when you move something

woven sluice
#

ok, that's fair - I always use reconcile offline work. it marks one file for add and one file for delete, and when it preps the commit somehow internally it runs the comparisons and links them

merry verge
#

ah yeah, that'll do what you said

#

I avoid reconcile where possible because it's slow and not always perfect

woven sluice
#

I don't think reconcile offline work is required for that though but maybe, i've never tested otherwise

#

it's flawless for me

#

just run on subfolder for speed

merry verge
#

perforce doesn't do any scanning for changed files automatically like git

#

not by default at least

woven sluice
#

no but it does the comparison with files in the changelist i think

#

so as long as you're not adding in one changelist and deleting in another (doing the move in multiple weird steps 😄 )

merry verge
#

yeah, it does detect moves with that

woven sluice
#

if i'm just renaming a file it's [arguably HaroldHaha] simple. rename it in winblows, run reconcile offline work on the folder it's in, check that it detected changes OK (it always does), press add to changelist, carry on. Maybe it would be even simpler for me if I used rename in P4V but I r la-z

onyx canyon
#

I'm testing out Git LFS on my project but it seems like every single git command I'm using are extremely slow now. Do you guys have any idea why? I pushed like 2Gb of data / 5938 files just as a test.

onyx canyon
#

Actually, it seems to be a WSL issue. On Linux it works just fine. I should probably try on regular Git for windows.

merry verge
#

If you're using WSL1 that's probably why, the filesystem layer is slow due to ntfs weirdness

bronze prawn
#

Hello everyone, i'm currently using a looping video as my MainMenu cinematic. It works perfectly fine on my computer! However, when I submit it to source control, others seem to receive the FileMediaSource related to the given video, but it doesn't run on their computer and doesn't function properly in the MainMenu.

Also, it seems that the file media source uses the absolute FilePath on my computer. Could that be the source of the problem? How can this be fixed? Thank you! 🙂

#

I would also like to add that we are using perforce as source control.

shadow gate
paper hound
#

hi !! Ive just installed and made a setup of the perforce server with digital ocean etc... BUT the project i'm trying to add is an existing one with a lot of stuff on it.. how can i add an existing project to perforce ?

#

following this tutorial btw

simple lodge
simple lodge
simple lodge
#

is by far the easiest way to initially add a project to source control

paper hound
#

ok amzing thanks a lot

#

i have 8204 files thought...

#

can i delete intermediate /saved etc?

simple lodge
#

setup a p4 ignore

#

but yes binaries, intermediate, saved and ddc shouldnt be in the repo generally

#

*at least for remote studios

paper hound
#

thanks a lot i admire people helping others on such dry subjects as source control ^^

simple lodge
#

unless you clear it locally it wont

#

saved shouldnt have anything in that cant be regenerated though

paper hound
#

ok amazing thanks i"ll try that and i'll make a save somewhere else in case something breaks

covert fulcrum
#

I need help with multi user editing, so far me and my friend managed to setup SoftEther VPN and connected to the session successfully even got the files and everything synced.
The problem is now he got disconnected from the session and when he rejoins he gets kicked off the VPN and it gets up to this stage (see image below)

We dont have any source control setup. Could it be that it has to fetch to many files via VPN and it crashes, and could that be fixed using source control?

simple lodge
#

You need to be synced on the exact same repo point when you start

#

if he is getting kicked off VPN check the vpn server, can be its not powerful enough to sync all changes

simple lodge
#

Is your ssd getting full, also that’s a fairly large amount of files

#

Ye but each file submission requires more than a single iop

#

So if you have a drive that has relatively bad iops rating it will chug

#

Looks like it’s getting kinda full to me

#

The progress bar thing is likely a Ui feature

#

As a drive fills it has to do more wear levelling

#

Which means a single write could cause additional writes as it’s wear levelled

#

I rarely go over 65% usage on my drives

#

50gb is fairly small, once you get over a certain size a dedicated machine (or if solo dev a dedicated drive) are good calls

#

A drive or a vps?

#

Probably 20 bucks a month

#

Or just buy an extra m2 ssd and Chuck it in

#

Depends what you can find, can probably find something with like 1tb of space for that

#

Just bear in mind you’ll have to wait on upload, so if you have crappy net it’s gonna be unfun

#

Other option is build a mini nas and just host p4 on there

#

lucky you

#

you can buy a $200 bestbuy special, drop a 2tb ssd in it and just laugh is also a good option as a solo dev

#

Sounds a little expensive but if its a high spec drive its not that outta whack?

simple lodge
#

I think 0 is auto detect, but will be some p4 configure thing, I don't regularly use perforce so would have to check docs
HoJo probably knows off the top of his head

cyan jay
#

There's an option in p4v to enable parallel upload but it's disabled by default.

#

Or if you use the CMD line then just lookup what the option you need to use is in the docs

cyan jay
#

actually I'm wrong, it used to be disabled by default in p4v but now it appears to be enabled.
You likely need to enable it on the server. p4 configure net.parallel.max=8 or whatever.
but tbh parallel will only speed things up in certain cases.

#

This article is an ok summary of the parallel aspects but it's quite technical and doesn't give many practical tips: https://community.perforce.com/s/article/9064
If you're hosting on Windows you should also investigate the TCP configuration vars (linux will use autotune automatically)

restive chasm
#

i need advice on version control

#

which host is simple to work with

#

i'm prepared to pay monthly fees for storage space

#

and i wanna use source tree

young thorn
#

I am getting started with source control (perforce), all I am using it for is collaboration between myself and one more person. what is the proper workflow to work with umap files?

young thorn
#

@jolly fog asking about umap files, because if you do anything in the level it gets checked out, so how do I make it so both people can make changes to the level

rotund bobcat
#

you don't, not at the same time at least

#

there's multi user editing though, that's a way to work with multiple people on the same map at the same time

cyan jay
#

Default is 1, so no parallel

restive chasm
#

@ isn't .umap a binary file too ?

rotund bobcat
restive chasm
#

only 1 person at a time can edit binary files

rotund bobcat
#

what jerval means is filling your map with blueprints, and then another guy edits the blueprints, so that would update the stuff in the map

restive chasm
#

that's what source control is for

#

answering Dieter

#

perforce doesn't have a free package with 1Gb storage, that's sad

#

Bitbucket has

#

but if there's a solution, i'm all ears

#

lol , i was gonna say that

rotund bobcat
#

I think this is a short intro https://youtu.be/MPIpOdNmNGE

In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same Unreal Engine project safely and reliably. Updates happen on the fly f...

▶ Play video
paper hound
#

hi

#

"Unable to save package to ../../../../../../Users/j/Perforce/Desktop/UsefulFilesSabotage/Content/SabotageV2.umap because the file is read-only!" Any idea on how to solve this issue ?

#

inside unreal after trying to add a cube

#

ok thanks a lot

#

i work on it with a friend

#

ouhh sweet

#

thanks a lot man

#

do i need to submit to perforce + unreal every time ?

#

and do i need to close the project before submitting ? because i got this message "//Desktop/UsefulFilesSabotage/Content/SabotageV2.umap was altered during the course of the submit. Verify the contents of the changelist and retry the submit."

simple lodge
#

most of the cost of p4 is the licensing fees

#

you really shouldnt do that

#

youll end up losing eachothers changes

sturdy lake
#

A perforce license alone, which you would self-host, is about $25 per user per month

foggy niche
#

After having a teammate lost anoooother load of changes due to some crazy git lfs error that only happens to him I am considering swallowing my pride and paying for perforce but... I can't find any pricing 🤔
How does this work? I get it that I have to host it myself and I will have to pay that server but they also state that I need to buy the helix core but I can't find where or how expensive it is :S

merry verge
#

Perforce is free for up to 5 users and 20 workspaces

#

anything beyond that there is no public pricing, you need to contact perforce's sales team

#

unless you use assembla which hosts things for you for $$$

foggy niche
#

any tutorials on how to set up svn with unreal? 🤣

foggy niche
#

Ok, quick joke aside: have any of you had an issue with svn that was solved /avoided by using perforce?

#

they say that their price pays the time you don't spend fixing svn but I don't know what prolems arise with svn 😬

simple lodge
simple lodge
foggy niche
simple lodge
foggy niche
#

If it wasn't commited, not staged, not stashed, nor as floating changes... Can it still be somewhere?
(This change wasn't thaaat critical, but it's nice to know if git ever deciedes to fail me)

simple lodge
#

yes, you will have to poke around, but its findable (probably)

#

depending exactly what they did

simple lodge
kind olive
#

Anyone have any warnings to give, general suggestions or anything they think I should be aware of before switching to SVN for my Unreal projects? or a suggestion for another choice? I'm concerned about pricing with Perforce as team size grows beyond 5. I have perforce setup on Digital Oceans Droplets and am planning to switch to SVN later today rather than waiting until team size grows to a point where Perforce is no longer practical. Please @ me with any responses. Thanks.

kind olive
simple lodge
#

If you have the old binary you can use perforce 20/20 license

#

On SVN vs GitLFS vs Perforce,
Perforce has the "best" in editor support and the like
GitLFS is very usable for a decently large team
SVN is ancient and not sure why anyone would use it, its not really "better" than gitlfs

foggy niche
#

I personally haven't had any issue with lfs, works great and it's fast as kek.
Howeeeever... my coworker keeps breaking his changes so I need something else 😦

foggy niche
simple lodge
#

dont think so

kind olive
#

Yes.

foggy niche
simple lodge
#

neither p4 or gitlfs store deltas but its honestly fine so long as you dont just import 100,000 assets

foggy niche
#

gitlfs is hosted by gitlab and I can cover my eyes and pretend it's a beautiful world where disk space doesn't matter DogeKek

#

if I setup p4 I need to configure the VM, make sure we don't run out of space, make backups....

#

I wanted to make games pphands

simple lodge
#

if you are multiple devs backups are a bit less important tbh (using git)

#

as everyone has a repo history

#

I mean you should still have a proper 3/2/1 strategy (personally I use 4/3/2), but its very hard to lose a lot of data with a small to mid sized git team

stiff lintel
#

Hey everyone! Im having to connect to 2 different perforce servers and i am wondering is there any option of having "favorites" in source control or perhaps adding multiple servers to select from (like a dropdown) ?

simple lodge
#

You can

#

its in the dropdown where you choose in p4v iirc

#

top right -> connections

stiff lintel
#

I meant in UE, sorry

jolly fog
#

Hi guys, I am facing some issues. I had to reinstall windows on my server computer and I have directupdate running along with Perforce+Jira both installed on the computer ready to go. The issue I am facing is that despite port forwarding on the network router and creating inbound rules in firewall, both ports for Jira and Perforce remain closed. I already checked if the IPv4 Address matched the router's port forwarding internal IP address and it does, so I'm not entirely sure what could be causing the problem here. If anyone can help me out, that would be great, because our entire team's work has been halted for a day due to this

sand snow
#

If P4v loses connection during a commit and I hit “reconnect” - does it start all over or does it pick up where it left off?

foggy niche
#

Question to the cool perforce kids: one depot per project or only one depot with a folder per project? thonk

merry verge
#

one depot per project

#

especially if you're using streams

foggy niche
#

Names... Names everywhere...
What are streams? :pphands:

merry verge
#

that's the docs specifically for p4v but the main docs don't give as good of an overview.

#

streams are usually the right choice these days - classic depots don't really have the concept of branches. Instead you just create a folder in the depot and integrate files into it (integrate being perforce's branch-like operation, but it operates per-file unlike git).
Streams also involve integrations but enforce an actual branching model beyond "integrate files into another folder somewhere"

jaunty hornet
#

What's the best way to distribute packaged project with Perforce? The P4Ignore settings for a UE4 project rather conflicts with a packaged projects (e.g. it itgnores the binary folder)

jaunty hornet
#

Ah might it just be creating a new depot?

unborn relic
#

don't think you need version control for releases, just use a NAS or smth like that to store your builds and delete the older ones at some point

jaunty hornet
#

We would like to be able to be able to deploy a build quickly over several computers without having to copy/pasting it from a NAS

unborn relic
#

Where is the difference, you deploy binaries, there is no real diff, in the end its uploading and downloading anyway

jaunty hornet
#

You could say that yes, but if we're quickly iterating, it's much easier to just "Get Latest Revision" on 5 computers rather than deleting the old build and redownloading the new one on each one

#

Speaking, the P4IGNORE system variable applies to all depots doesn't it

#

So that's not really a solution

unborn relic
#

I could just tell you how to set this up with git, since for git you can have a gitignore for each folder

jaunty hornet
#

Same, it might just be one those #JustPerforceThings

foggy niche
#

every time somebody puts a build in source control, God kills a kitten

jolly fog
#

Hi guys, I am facing some issues. I had to reinstall windows on my server computer and I have directupdate running along with Perforce+Jira both installed on the computer ready to go. The issue I am facing is that despite port forwarding on the network router and creating inbound rules in firewall, both ports for Jira and Perforce remain closed. I already checked if the IPv4 Address matched the router's port forwarding internal IP address and it does, so I'm not entirely sure what could be causing the problem here. If anyone can help me out, that would be great, because our entire team's work has been halted for a day due to this
No one has any ideas here?

foggy niche
cyan jay
warm jolt
#

I'm working in a project that uses git, which in turn uses a plugin that is setup in a different repository. Now, my problem is that the Blueprint assets contained in this inner repository are not "seen" ny the UE editor, meaning that I cannot diff them against the remote branch, for example...

Does anyone know any solution to this?

#

Basically, it's like I can't do any action. For example, I definitely know that this BP has differences with respect to the origin, but it doesn't let me do anything with it

#

I've been trying to trick it by using the blueprint diff tool directly from command line:
UE4Editor.exe <uproject> -diff <left> <right>

But it seems to NOT work, probably for the same reason (the editor boots up, but it seems like the 'diff' part is ignored)

quiet grotto
#

huuhh I reinstalled windows and cloned my project but something's off here, why are there so many deletions, everything seemed to work in the editor though...

simple lodge
warm jolt
#

@simple lodge Yeah, I thought as much, so there's no workaround I imagine 😦

simple lodge
#

I cant think of one thats especially sane aside from editing the gitplugin -> but it would make it even slower than it already is

#

It might work if you do some trickery in git, but thats a very non trivial operation

cyan jay
#

Does anyone have any anecdotal feedback on using SVN with Unreal and a small team?
We currently use perforce but we've hit the 5 users, and I'd like to evaluate our options before committing to the cost of continuing with perforce.

simple lodge
#

havent tried SVN in years, but gitlfs is mostly workable with even fairly large teams of ~30-40 peeps

#

p4 has better in editor integration for sure though

cyan jay
#

I tried Git previously on a non-Unreal project and I found myself having to fix user issues on an almost daily basis - for that reason I'm very put off git

simple lodge
#

what issues?

cyan jay
#

It was a couple of years ago now, but confusion with the UI and the processes to follow for syncing and merging etc.

#

But also some wierd problems I cant remember the specifics.

#

With Perforce we've had maybe 2 or 3 issues in the past 12 months - it's completely hands off

simple lodge
#

Have a look at rebase workflow, perforce is strictly better but its also very expensive

#

p4 also works with UGS etc

cyan jay
#

yeah, my personal choice is to stick with p4 (I've used it for nearly 20 years now 🙂 ) but the cost from 5 to 6 users is eye watering

simple lodge
#

Whats the cost per user for perp? like $1500 first year?

cyan jay
#

but that said, the cost of switching the team to Git and the regular issues probably outweighs the cost of the license

#

Waiting for a quote now, but it used to be something like £25 per user per month

simple lodge
#

subscription license?

#

IIRC it was like £400/yr

cyan jay
#

hmm ok maybe it won't be so bad

simple lodge
#

^^ per user

cyan jay
#

oof oh yeah ok

simple lodge
#

can you let me know what they quote ya either way, its been a few years since I did much p4 stuff

#

I think we were paying $995 for first year then $285yr maintenance but that was a large company with a lotta licenses and about 6 yrs ago

sturdy lake
#

We’re paying way more than that now. I think we’re paying about $4000 a year (subscription) for about 10 licenses

simple lodge
sturdy lake
#

Do they still do perp licensing?

#

I don’t recall that being an option for us

rotund bobcat
sturdy lake
#

Yup - you get 5 seats free

#

Once you want 6 seats, you need to pay for all 6, though

#

That's why it's such a big jump from 5 to 6 seats. Going from 6 to 7 is much smaller

rotund bobcat
simple lodge
#

back in the day I used p4 python and made a super simple client for peeps

#

had like 4 functions

fluid goblet
#

Help, I've locked myself out of my perforce server

#

I tried to change my Superuser's password, and I guess it failed, and now I can't get in at all

#

I can't run any admin commands because running any commands requires me to enter a password that doesn't work

fluid goblet
#

I took a look at that, unfortunately I can't run the commands mentioned in the article

#

I need to log in to run p4 -u login

#

If resetting an existing super user's password, use any existing Perforce user account that you know the password for to reset the super user password with the p4 passwd command.

gray dust
#

Hi, UK here looking for a recommended vps provider for perforce.

Currently have a vps setup and working for our ue4 project but looking for other options and providers. Any input would be appreciated thanks

simple lodge
#

Whichever one you trust with data and or has good support tbh

#

OVH is usually a decent shout as you get a lot for your $$, their support is a bit shit though

#

Just make sure you have some offsite backups

foggy niche
#

Why does perforce hates me? pphands

#

I am trying to install helix-p4d following the perforce guide

#

but there is no such thing as helix-p4d

merry verge
#

did you add the perforce repo

#

to your sources.list.d

#

and did you run apt-get update to update the list of available packages @foggy niche

#

if you have, try apt-cache search helix- and see if any of the many helix packages are listed

#

all of perforce's packages start with helix-. helix-p4d, helix-p4dctl, helix-cli, etc.

foggy niche
#

there is no helix-p4d on focal

#

that is the "important note"

merry verge
#

ah

#

you can use an older distro's version if they still have it

#

not that it's the safest thing to do

#

(and then swap back to focal once things are fixed)

earnest snow
#

Hey there! When I enable a plugin in Unreal, I don't see any file changes in p4 and I wasn't asked to check any changes out using perforce. I am trying to enable a plugin for the whole team. How do I go about making that change so that everyone on the team doesnt' have to individually enable the plugins?

merry verge
#

Did you enable perforce in the editor? Is the uproject file checked in to perforce?

#

Have you tried manually checking-out the uproject file and then enabling the plugin?

earnest snow
earnest snow
#

Oh I'm dumb... I think it was already checked out and I didn't realize it. Thank you!

strong quiver
#

Any Perforce users around to help? I had to re-build my PC last weekend and forgot to check in a few changes before wiping the OS and P4 install. All the files for the project were on a different drive so not lost, but they remain as a blue checkmark in P4 on the new install. So far, it seems there's not real issue, but that workspace doesn't exist anymore so I'd like to remove the blue check. Any way to do that?

molten marsh
#

For example

#

p4 revert -C DevilsD_Workspace //...

#

This will revert all files for the DevilsD_Workspace workspace.

#

You must execute this command as a Superuser or Admin

strong quiver
#

Will that change the files or just remove the hold that workspace has on the files? I've been doing work on them with non-exclusive checkout and don't want to lose any work

molten marsh
#

This reverts them in the workspace that was lost.

#

You can then easily do a Reconcile offline work in your own Workspace and pickup your changes if they arent in any form of checkout for you.

#

If they are non exclusive checkout by you, thats fine.

strong quiver
#

yikes, you're getting over my head (not hard to do). I just checked in the work I was doing and then backed everything up so we'll see how this goes. 🙂 I think I get it, but not sure what's gonna come out the other end. Thanks for the info.

molten marsh
#

Its reverting it for the lost workspace, so no actual changes will be made to any files

#

Since the lost workspace is gone, nothing changes other than the fact they were checked out by a workspace that doesnt exist.

strong quiver
#

that's what I figured, since they don't actually exist as far as that workspace knows

#

gotcha

molten marsh
#

Typically its a good idea to backup if your unsure how an operation is going to affect something.

#

At least backup locally, you can always revert any operations. The great thing about source control.

strong quiver
#

yeah, it's when I think I know and am just plain wrong that always gets me 🙂

#

Sweet, that worked perfectly. Thank you so much

molten marsh
#

👍

woven sluice
#

if you "kept" the workspace as-is (you said it was on a different drive) you could have just edited the workspace and changed the PC to your new PC instead

strong quiver
#

P4 didn't have that workspace since it was reinstalled too. I looked at doing that. I screwed up not checking stuff in, but didn't realized that until it was too late 😦 Devils' solution seems to have fixed me though. Although I did just have an issue with UE4 thinking I was on that old workspace so it thought things weren't checked out. Easy fix for that though, just changed the UE4 editor workspace to my new one

woven sluice
#

what do you mean? you said the files had a blue checkmark so your server was still going I assume?

strong quiver
#

Yeah

woven sluice
#

I mean Devil's solution was fine obviously, just there might be slightly easier ways to "move" a workspace in the future :]

strong quiver
#

<-- Massive amateur. If it's a command-line solution, I'm not gonna find it. I didn't see anything poking around in the admin app that was an easy button push. All good now, but I'll keep that in mind if I ever make that mistake again. Hopefully smart enough not to do that.

woven sluice
#

yeah all good P4 is complex. if you edit an existing workspace, the Host field is the computer name for the workspace, and the Workspace Root is the other important one - if you moved a folder to another drive on a new PC you would edit both to try and move it for example

strong quiver
#

Is that accessible in the Admin app or only through the command line?

#

I only see users, but nothing about what workspaces exist on the server admin

woven sluice
#

just P4V

#

uh

#

click on View menu?

#

iirc 90% of it is hidden on a new install

languid escarp
#

does subversion only send deltas when doing commits and updates of binary files?

foggy niche
#

When setting up a new perforce depot for a project... should i pick "local" or "stream"? 🤔

woven sluice
#

You should research the difference between classic depots and stream depots. I think most people prefer using stream, but it's good to learn a bit about both

foggy niche
#

it seems that streams can do branches and classics can't

#

no reason to not go streams

neat grotto
#

If you do need branches, take the time to learn about streams. They're a little strange but they can be quite powerful, and there are different types.

#

For example, there are virtual streams, which allow you to map a filtered set of files to a workspace. If you put all your source files on the depot — Let's say Blender, Photoshop, and audio files — you can use a virtual stream to ensure your audio folks don't pull down Blender and Photoshop files that they don't need, saving them time.

foggy niche
#

ohhhh, artists not seeing eeeeverything sounds really good thonkeyes

#

uhm... helix sync can't see streams?

#

there goes my plan 🤣

#

oh, no wait, it has to be an allwrite workspace thonkeyes

foggy niche
#

Can I add and remove files from perforce in the same changelist? 🤔

merry verge
#

Yes?

foggy niche
#

I hadn't found the "reconcile offline work" thingy yet 😅

#

ok, anybody here uses helix sync? 🤔

#

when you open it it says "ask your administrator to create a workspace for you" but I don't have access to the workspace folder in my artist computer

#

is there a way the artist can pick his own workspace folder with sync?

#

(yeah, this is more of a perforce question than ue4, sorry 😬 )

#

gooootem: Workspace root: Replace with sync-null. This enables you to select the local workspace folder in Helix Sync later.

gray dust
#

Hi All,

Currently have Perforce fully setup and working, but whenever i want to package my project I have to make a backup and remove read-only off all files and folders to get it to compile.

Is there anyway to do this directly from my source? as making the backup everytime can be time consuming

cyan jay
gray dust
#

@cyan jay tyvm, will look into that

fierce inlet
#

I wanted to upload a large file to github(assets from marketplace)

#

And i have this error

slate pulsar
#

So I'm trying to do a pull request from your JonBranchV2 branch to my ChrisL branch. There are some merge conflicts. No problem, however I just wanna know what I should delete.
[/Script/Engine.UserInterfaceSettings]
<<<<<<< JonBranchV2
RenderFocusRule=Never

RenderFocusRule=NavigationOnly

ChrisL_Branch

I want to keep what's incoming from Jon's branch. what do I delete?

#

@rotund bobcat "your JonBranchV2 branch? who's you in this case?
but I guess you should keep RenderFocusRule=Never"

My branch is ChrisL and Jon made a few changes that I want in my branch.

#

And for the record, I need to get this task out of my way and can't afford to wait 30min or 6 hours. I have stuff to do and I need to get a simple answer

rotund bobcat
#

just keep RenderFocusRule=Never

#

all the rest can go

#

everyone has stuff to do man lol

woven sluice
#

So you're above everyone else, good for you HaroldHaha

slate pulsar
#

Cool, appreciate it man. I know I know. He's waiting for the anims I made and I haven't had my branch updated in over a week and there is a pile of merge conflicts I need to address

rotund bobcat
#

seems like you should keep your local checkout more up to date

simple lodge
# fierce inlet

check you have enough space purchased, also looks like youa rent using lfs

rotund bobcat
#

we had a rule where our artists were required to update at least once a day

#

prevents giant merge issues

slate pulsar
#

Indeed, I don't disagree there. Also, he seems to not update his branch or at least push his changes every day either (which is bad behavior on his end)

simple lodge
#

Just remember, this isnt paid support, you dont get to set deadlines for people who are helping yo for free

slate pulsar
#

Just so we're clear, I axe the bolded lines, correct. I want to bring in whatever he worked on into my branch. @rotund bobcat

[/Script/Engine.UserInterfaceSettings]
<<<<<<< JonBranchV2
RenderFocusRule=Never
=======
RenderFocusRule=NavigationOnly
>>>>>>> ChrisL_Branch

simple lodge
#

If you do the merge in VS code it will give you accept current/incoming change

#

Which might be easier than doing it by hand

rotund bobcat
#

VSCode is great merge tool

#

but yeah I think that should be correct

#

you can always ask Jon what he wrote there

simple lodge
#

If you have to do a lot of merges, use gitkraken

slate pulsar
#

Aye, not disagreeing there, but alas it's best (for now) that I use the github website for it. I need to pull some serious tutorial time into VS soon, but not today

simple lodge
#

VS code merges are incredibly simple, but you what works for you

slate pulsar
#

For sure, I am a artist first, blueprint programmer second and I need to slowly learn C++ written and go ham on VS

#

I appreciate you guys walking me through it. I have resolved conflicts before, I usually make games solo, and don't have to worry about it.

#

It's just been a long time and I always forget which lines to axe haha

quaint obsidian
#

just to be clear don't use VS for merges, VS Code is an entirely different application which is super light weight and has great git support. VS does not yet.

winter parcel
#

Hi! I am using DO to host perforce server and all were fine half a year. but few days ago perforce's behavior is so strange . Its hanging and cant reach the server = so the editor hanging as well =((. (if visual client already running its blinking like its has no internet connection)
login via cmd is successful but visual client isn't appear as window and only exist as process . Server ping is successful.
if I am enabling VPN - all becomes fine.
wtf ? thanks!

cyan jay
winter parcel
simple lodge
#

you might be able to get away with using a vpn or maybe able to get away with migrating the machine to a new IP/datacenter

winter parcel
willow obsidian
#

i have a project sample and working perforce server

#

how i can upload my project to perforce?

#

by creating new folder in perfoce?

#

and uploading that project to folder

tepid dove
#

Hey guys. I am a git user and I'm used to the way git merges files line by line. Now I have seen that under Perforce the Blueprints have a "merge" function. After fiddling with it for about 2 hours my friend and me just quit it, convinced that it was still "work in progress". But the feature exists since 5 years ago. My problem with it was, that I could navigate each conflict with "next" however my only options were to apply the changes from source or target, which would either discard remote changes or completely override my local changes. Defeating the whole purpose of merging in the first place. What am I missing? The lack of documentation concerning this is unnerving.

tepid dove
willow obsidian
#

i want to create a new folder in depot

#

@tepid dove

#

i already created a new folder under my local root called test

tepid dove
#

As far as I understand, you cannot directly affect the depot, so you need to make the changes within your workspace. The way the mapping works is /rootfolder/<depot-name>. Make sure that you have that properly set up. Once the mapping is correct you can add a folder in your explorer and you can "Mark it for Add" and then submit it. However keep in mind that the folder needs files to be registered!

willow obsidian
#

how to pull perforce branch @tepid dove

#

or how to switch the branch perforce

#

to new branch

#

because my repository folder in depot is there

tepid dove
#

Does you folder contain files?

willow obsidian
#

Yes, for example test/unrealproject/*

tepid dove
#

hm. Wanna clear in Private Chat?

willow obsidian
#

but i don't have test folder in depot

willow obsidian
tepid dove
peak crane
#

u guys didn't tag 4.26.2-release yet?

#

woops I'm an idiot, forgot I gotta fetch upstream

paper hound
#

hi anyone ever had that problem ?

#

havent connected in a few days, was working perfectly before that

#

Connection Error

Connect to server failed; check $P4PORT.
TCP connect to perforce:1666 failed.
Hôte inconnu.


OK

#

if i click on work disconnected i got taht

arctic minnow
#

I am a bit at a loss, I have been using the same .gitignore file for several projects and it worked fine the whole time however for this one project, the intermediates/saved and bins keep getting pushed

rotund bobcat
#

maybe someone added the files in it to tracking by accident?

arctic minnow
#

tracking overwrites gitignore?

#

how would you go about untracking them?

arctic minnow
#

@rotund bobcat Thanks for the clue! you were 100% right, they were ignored AND tracked and the tracking takes priority over the ignore

paper hound
wild sage
#

Are you an admin? Can you access it with P4Admin?

paper hound
#

yes 🙂 im the owner

wild sage
#

P4Admin won't connect either?

paper hound
#

this is connected.. that's why it's weird

wild sage
#

Port correct? Tried with numeric IP?

#

Is that really the whole error message btw? Your username seems to be missing

#

cmd as admin -> p4 set -> Check $P4USER

paper hound
#

yeah that's why the usernma is missing... so weird..

wild sage
#

If not set/incorrect, set with p4 set P4USER=usernamehere

paper hound
#

thanks the username should be the same as the one in the users ?

wild sage
#

Exactly

paper hound
#

right now it's set as destktop

wild sage
#

Nope, it's your Perforce user

paper hound
#

ok great i'll try to change it

#

but before it was working perfectly that's what id on't understand

#

i just had a 10 days holidays

wild sage
#

Could've been accidentally deleted from the input box

#

Nothing to worry about

paper hound
#

ok thanks a lot man you are a savior

#

"p4 set P4USER=usernamehere" should i type that in command ?

#

weird..

wild sage
#

Seems like it reverted to your default settings

paper hound
#

ah cool

wild sage
#

In the Perforce login, the ssl: prefix is missing (it should be ssl:perforce:1666, if even at that, it seems like you have your server external?)

#

(See your error screenshot)

paper hound
#

i have the server on digital ocean

wild sage
#

You don't have to use the command line btw

#

Open P4V, close the error (Work Disconnected), Connections on the top menu -> New Connection -> insert your correct server data

paper hound
#

ah really

#

but p4v is not opening sadly :/

wild sage
#

It would be perforce:1666 if your server would be local, which is not the case ofc if it's hosted on DO

paper hound
#

only p4v admin

wild sage
#

On that error message you can just click "Work Disconnected" to the right, it should then open up

paper hound
#

okcool ill check that thanks

wild sage
#

No worries!

paper hound
#

it's not openning // 😢

wild sage
#

OK one sec

#

CMD as admin again -> p4 login -h serveripaddresshere usernamehere

#

(Replacing placeholders ofc)

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I guess his env variables got reset

merry verge
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I've had an issue where P4V decides to reset itself every few days

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just put in the right server and it should be fine

wild sage
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You can't escape me @merry verge 👀

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Yeah, P4V is weird with that stuff though, I know that too well

merry verge
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It's been annoying, every few days it resets back to the light theme and forgets what editor I have configured 😦

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just perforce things

wild sage
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The heck?

wild sage
merry verge
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yeah, probably. Something must be clearing it out every so often...

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darn gremlins in my computer

wild sage
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Haha

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Probably something like CCleaner that treats it as a temp folder or something

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Or it's actually in AppData somewhere

merry verge
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it's in the user folder in .p4qt. For some reason. Well, at least I can make a backup now for when it inevitably wipes itself.

wild sage
merry verge
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not a bad idea

paper hound
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still this when i try to access it

wild sage
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You need ssl: at the front and your port at the back of the IP

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Port is 1666

paper hound
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ok

wild sage
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According to your P4Admin at least

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So correct format is ssl:IP:port

paper hound
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ahah im not very talented with finding the right way

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and i don't really know which username to use

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thos are the 3 username i ahve

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and this is on top of my connection

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i don't understand how could SSL have been activated.. before it was working perfectly

wild sage
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SSL was disabled before? I'd highly recommend using it

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Your username is missing in cmd

paper hound
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i don't know if it was disabled maybe not then..

wild sage
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Can you send me an output of p4 set?

paper hound
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sure

wild sage
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You'd be using Hadrien in that case above though

paper hound
wild sage
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That admin user is only for P4Admin I suppose

paper hound
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yeah i guess it's the name of my computer

wild sage
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p4 set P4USER=Hadrien

paper hound
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tried with all usernames

wild sage
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Then try p4 login without any parameters

paper hound
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weird

wild sage
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WAT

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No spaces

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Between the =

paper hound
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ok 🙂

wild sage
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You can just copy my messages

paper hound
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ok 🙂

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yeah that work

wild sage
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I'm gonna delete the IP one btw, just in case

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Now try p4 login

paper hound
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ahha yeah 🙂

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prety sensitive

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in the command ?

wild sage
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Exactly

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Only the command, no parameters needed

paper hound
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oh wow

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amazing

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i'm in

wild sage
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Said like a true Hollywood hacking movie actor!

paper hound
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🥳

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ahahhah

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exactly hahhha

wild sage
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Now we can all sleep in peace again

paper hound
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omG

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it works

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you are a true magician

wild sage
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Just a lot of past headaches

paper hound
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i will be sending flowers to your doorstep

wild sage
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No worries

paper hound
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virtual doorstep of course ahhah

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thanks again !!

wild sage
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Don't worry!

muted gulch
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Any Git users out there able to help me navigate an error in this utterly hateful source control software?

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Trying to do a simple fetch operation in SourceTree, which fails after around 10-15mins with the following output:


git -c diff.mnemonicprefix=false -c core.quotepath=false --no-optional-locks fetch upstream
fatal: Out of memory, malloc failed (tried to allocate 15640272 bytes)
fatal: index-pack failed```
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This is fetching from my fork of the engine, and the upstream (epics)

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I've already cloned my origin, so that's on disk already, fetching the "origin" stream alone works fine - fetching upstream crashes and burns as above.

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After navigating several Stack Overflow posts I've even tried the following settings in .gitconfig to no avail:

    packedGitLimit = 512m
    packedGitWindowSize = 512m
[pack]
    windowMemory = 512m
    packsizelimit = 3g
    deltaCacheSize = 512m
    threads = 1
    window = 0
[http]
    postbuffer = 50000000```
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Git.exe eats up about 3.5Gb of RAM before quitting

muted gulch
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How is this even possible.

merry verge
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size != size on disk, that's normal

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tldr: size is the "theoretical" space taken up in bytes, size on disk is the actual physical space as defined by sectors on the disk.

woven sluice
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i don't know what exactly your ?? is about 😄 but windows layman's GB to byte is three conversions of 1000 to 1024 (K M G) which is a factor of 1.074 from GB to bytes

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one of us must have got it

muted gulch
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The question is more why the hell is Git storing 77.8gb of files in a folder at all

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Even when built the engine doesn't take up that much space with all intermediatte files combined

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After wiping the repository from my HDD and cloning it again it's back to a more sensible 6GB

wild sage
muted gulch
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it's essentially all the files in .git/objects/pack There are a lot of large files prefixed with tmp_ which makes me think all the failed fetches I've done has just left junk on the drive.

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Trying a 64-bit version of Git.. maybe that will make all the difference

wild sage
muted gulch
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Unbelievable.. the 64-bit version worked.

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Well with SourceTree it uses an "embedded" version, but for some reason it downloads the 32-bit version not 64-bit.

merry verge
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I wonder if manually running a gc would have cleaned up the temp files

muted gulch
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Yeah should have tried it really before downloading everything 3/4 times 😄

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I'm a sucker for a clean slate though

simple lodge
simple lodge
muted gulch
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Is there a command to remove/cleanup those files? It seems bonkers to me that SC should be allowed to just eat through space like that.

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Speaking from the position of a Perforce advocate 😄

simple lodge
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it was project or engine?

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if project, its easy, if engine its a little more tricky

muted gulch
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Just my engine fork essentially, everything else i use P4 for

rotund bobcat
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you could remove all the history if you don't need it

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so it is basically as if you made a shallow clone

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that would reduce the disk size

simple lodge
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Id advise against that, 1 the history is actually very small (only a couple gb), its the temp files - also you will run into broken repo issues and other bits

vague whale
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i am thinking about deploying perforce on a vm for a 2(1) people, i was wondering what spec machine people use?

plush gate
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Hey guys, which source control system works well with UE - according to your experiences?

rotund bobcat
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Perforce is best integrated, but costs a lot of money once you go over 5 users

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second most popular is probably Git

plush gate
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thanks, will check it out then

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noticed btw that Git still is in beta in UE

rotund bobcat
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well

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the plugin for the editor

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I use git with unreal, but I use an external GUI and the command line

plush gate
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so it's still safe to use?

rotund bobcat
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I never used the editor plugin

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yeah

plush gate
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ok

plush gate
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lol okay, so it's the first time ever i use source control and Git.... so i did stage and commit my project folder... what now? Where can i check up on my "committed" code online?

vague whale
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i find that git eats a lot of disk space

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i am debating about deploying my own perforce server, maybe subversion i am not sure

muted gulch
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I host a P4 server on digital ocean. Cost < £20 a month. You can skirt around the five-user-limit by sharing accounts if you wanted to.

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Unless your team is solely programmers Git isn't an option for most people tbh.

rotund bobcat
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depends on your structure and workflow and amount of people really

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perforce is obviously the better choice, I just mention git cause it can get costly

simple lodge
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I have 3x teams of 30+ on Git, it works but P4 does have a slightly better workflow - however it is hella expensive

stone swallow
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Hi @simple lodge, do you have documentation on the workflow, setup, etc, with Git? Thanks

simple lodge
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LFS, with some things added to aid locking - most people are using SourceTree to push/pull
And then just some twaeks to the git config to make it work better

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if you are <5 and sure you wont go over, or have $$ perforce is a bit friendlier

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biggest pain points thats left is engine integration and the fact about once every 2-3 weeks I have to spend ~30mins fixing someones repo

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at some point when I have free time I might well do a blog entry on it

stone swallow
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I am making a startup with 3d services and a game. I would like to setup right system from the beginning that allow wrought without changing systems and expand with time.

simple lodge
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This is gonna be hard to hear if you dont have so much $$, but if you are going to go above ~50 people or store large amounts of 3d assets/renders, just use perforce

stone swallow
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I have the workflow with perforce but I would like to know with Git too.

simple lodge
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basiclaly everyone works in master, use rebase not merge workflow

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pain points are managing locks (I wrote a little SourceTree integration thing) and the artist occasionally breakling a rebase that I have to go fix

stone swallow
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@simple lodge Do you split the projects in multiple repositories?

manic tinsel
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Got it. I can easily force merge them, but it is the time spent getting in that frame of mind and making sure I don't bust something.

simple lodge
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team leaders can create repos should they so desire, but not surw how many do

languid escarp
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is anyone using the openssh server in Win 10 along w/ git? it seems like the git credential manager won't work when calling it logged in from ssh

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curious if there's a workaround

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fatal: Failed to enumerate credentials. [0x520]

plush gate
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So.. Git breaks after doing only 3 commits... wow... feels very unreliable

scarlet copper
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I'm using github for source control right now but I have exceeded the 1gb limit. Is it possible to somehow create my own server to store the project while still being able to use github for it's interface. I've got a spare laptop I could run as a server but I don't know how to set that stuff up and I can't find much on the internet.

ornate willow
quaint obsidian