#source-control

1 messages ยท Page 57 of 1

quaint obsidian
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also my .git folder for UE4:

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i have these settings for git:

[remote "origin"]
    tagOpt = --no-tags
    prune = true
[core]
    whitespace = trailing-space,space-before-tab,indent-with-non-tab,tabwidth=4
    preloadIndex = true
    splitIndex = true
    commitGraph = true
    autocrlf = false
    safecrlf = false
    fscache = true
    checkStat = minimal
    trustctime = false
[protocol]
    version = 2
[gc]
    auto = 100
    writeCommitGraph = false
    pruneExpire = 1.weeks.ago
[index]
    threads = true
[merge]
    conflictstyle = diff3
    stat = false
    renamelimit = 7000
[blame]
    coloring = highlightRecent
[fetch]
    prune = true
    pruneTags = true
[help]
    autoCorrect = 5
[pack]
    threads = 0
    useSparse = true
[push]
    default = current
[repack]
    writeBitmaps = true
[feature]
    manyFiles = true
    experimental = true
[checkout]
    optimizenewbranch = true
[am]
    keepcr = true
[reset]
    quiet = true
[status]
    aheadbehind = false
simple lodge
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Nah, but when I am back off leave next week ill run it by and see if its possible to OS it, its just a little powershell/bat file combo that locks/unlocks the file and sends a notification to a slack channel

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Took me like an hour to hack together

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umm what are those settings

simple lodge
quaint obsidian
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pack.threads 0 opts into a new threading algorithm afaik

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and i dont think http.postBuffer is needed

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autocrlf is pointless and mangles files usually

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most editors on Windows distinguish between and properly handle CRLF vs. LF

simple lodge
simple lodge
quaint obsidian
quaint obsidian
simple lodge
quaint obsidian
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usually for us it's like

simple lodge
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yes, gitlab

quaint obsidian
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if a file has certain line endings, it stays that way (i.e, we distinguish some files with CRLF or LF)

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and VS, VS code, atom, clion, etc handles it perfect

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the only thing that doesnt is like windows 7 notepad

simple lodge
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Fair, there are other things that dont like it

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i.e. compiler in CI

muted gulch
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Thanks, that's just what Stack Overflow was pointing me too as a potential solution. The actual problem however was Git.exe being 32-bit and not being able to allocate enough RAM for itself beyond 3.5 GB.

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Why it needed that much RAM in the first place is anybodies guess

simple lodge
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It uses more ram to be faster ๐Ÿ™‚

craggy swan
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Anybody use UGS here?

grim acorn
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how do i disable shared ddcs permanently?

jade jewel
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Have anyone worked with perforce? How do you package with source control without checking out the entire project, because I'm getting errors like these:

UATHelper: Packaging (Windows (64-bit)):   ERROR: Couldn't touch header directories: Access to the path 'Q:\!3d_Projects\Unreal_Projects\CliffWorld\Plugins\EasyXMLParser\Intermediate\Build\Win64\UE4\Inc\EasyXMLParser\Timestamp' is denied.
PackagingResults: Error: Couldn't touch header directories: Access to the path 'Q:\!3d_Projects\Unreal_Projects\CliffWorld\Plugins\EasyXMLParser\Intermediate\Build\Win64\UE4\Inc\EasyXMLParser\Timestamp' is denied.
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Or you're supposed to commit, then check out everything, build, and then revert?

craggy swan
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@jade jewel you can set allwrite option on your workspace. This won't mark files as read only on your next syncs. But be careful with this
Or you just can uncheck read only in windows on your project folder. That will get back to read only later again though

cyan jay
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You need to exclude Intermediate folders from perforce. Research unreal p4ignore

jolly fog
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Hello guys, I'm noobie.. what is this warning? and what is the fix for it? like I can see commands in the pic but I don't understand it! can someone explain

rotund bobcat
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you need to use one of those commands

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it is to determine what happens when you pull changes from a branch into yours

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the first command will make it merge by default

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the second will make it rebase by default

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and the third will not allow changes that conflict to be pulled I think, but not 100% on that one

jolly fog
rotund bobcat
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both have their advantages and disadvantages

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I prefer merge cause it feel like the easier option in my opinion

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but rebase keeps your history cleaner, especially if you're working with a lot of people

jolly fog
boreal crown
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Where do UE4 Editor settings get saved? I would like to add them to my source control because I have to often git clean my solution. For example, right now I had to git clean because these 2 parameters refused to show up in the blueprints after updating the C++ class:

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I built from Visual Studio, tried to compile from UE4 Editor, restarted UE4 Editor. Now after I git clean and rebuild the solution, they finally showed up

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The problem is that UE4 Editor settings get reset every time. For example, something that I had to change right away is enable this panel:

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Because it's hidden by default

woven sluice
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git clean did not solve that problem. Compiling with the editor closed solved that problem. In case you want to go nuclear, the editor files should be stored somewhere in the saved folder. Adding them to source control will probably cause you headaches, and will mean you can't work with others on the project. A cleaner option might be to export your current ue editor layout settings into a file and restore from that afterwards

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( @boreal crown )

boreal crown
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Compiling with the editor closed solved that problem.
Well, I did close the editor, checked that the process isn't in the list in Task manager, pressed on Build Solution in Visual Studio, build succeeded, then opened UE4 Editor and these 2 arguments still wasn't there

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It's not the first time it happens either

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Then I did git clean and they appeared

woven sluice
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Whatever the case, the problem itself wasn't caused by source control and source control definitely wasn't the only or normal way to fix it. I/we obviously can't try to solve it at this point shrug2 ๐Ÿ˜„

boreal crown
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Sure, I just wanna know how can I preserve UE4 Editor settings. I got my Resharper settings in the same folder with .uproject and .sln settings called ProjectName.sln.DotSettings

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And they're under source control

woven sluice
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Bad habits but oh well

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If you would insist on using git clean there may be a flag to exclude files or folders, if lucky and true just exclude Saved folder iirc

boreal crown
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I'm not insisting on git clean, nope. I don't wanna lose my UE4 settings to make UE4 update the blueprints correctly

woven sluice
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And again, I guarantee you the two are unrelated and you didn't need to.

ornate willow
simple lodge
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no wrote it using pure powershell

manic tinsel
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Do I need to keep the fileopenorder folder in source control?

simple lodge
haughty cosmos
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Hello !
I'm working alone on a project that take a rather "big" disk space (about 15 Gb). I'd like to set up a source control system, but online source control isn't very useful (as I'm working alone), is there a way to set up a local source control ? As an example, I buy and external SSD, and the source control use that SSD instead of a server. Is this possible ?

cyan jay
simple lodge
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perforce is a good shout if you are alone though

haughty cosmos
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I see, thanks for thoses answer, I'll look into perforce !

dense coyote
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i'm attempting to host an lfs-test-server but i am not sure where i put my login information in the url. none of the documentation indicates i need to put a password in, but any combination of https://user:pass@host:ip/user/Myproject results in 404s. i have a user created in the lfs-server test database. ssl cert verification is turned off client and host side and ssl is working apparently as intended.

simple lodge
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You are trying to do git right?

dense coyote
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@simple lodge yes

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it prompts me for passwords, it connects to the database, but its not seeing the files. i'm not sure exactly what the "content" folder is or how lfs-test-server knows which project is which

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there's also no log, which is just splendid

simple lodge
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use something with it bundled

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will save u much time

dense coyote
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true

chilly frost
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**Short Git Source Control Writeup **
For Low Budget Productions with more than 5 users

(for those who search for this somewhen in the future)

We are currently using **GITHUB **and **GIT SUBMODULES ** for our source control.

**A bit history: **We essentially started with github, users had UX issues with it so we moved to perforce.

Perforce wasnยดt bad but also introduced itยดs own issues and as our team grew beyond the 5 seats user cap, the per seat licencing cost was out of bounds for our budget.

We shortly switched to GIT CENTRAL which is a real nice plugin (awesomely helpful author too), but its file-locking makes every operation in engine like "just save something" unbearable to work with** for iterative work**.

So we finally went back to just using GITHUB, but set it up on google cloud services, which was real nice and cost efficient and removed the "setting up LFS" headache, BUT when uploading large amounts of data you often get disconnected and have to restart the upload.

We finally went back to "just GITHUB". There we finally tried to fix the main issue many users face when using Source Control to share Plugins from the Marketplace with their team - having to rebuild them all the time ...

**How we do things now **

We finally decided to put the plugins into a seperate github repository that is then linked as a submodule into the main project github repo. That allows us to have an empty git-ignore and gitattribute in that specific submodule, sharing ALL the content in it, while still being able to use standardized git ignore rules for the main repository.

Finally users that upload into the git submodule have their hand on a batch file that when pressed simply copy pastes the desired content from their engines plugin folders into the submodule folder.

Another really nice quality of life change was finally adding the discord webhook to the repositories, meaning any changes always gets pushed to a channel in our project discords.

dense coyote
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@chilly frost thank you

grave tinsel
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Hi slackers, I've uploaded a cpp project to github and downloaded it on a different computer, all bp classes are working fine but cpp files are missing from the project (they do appear in the folder if I looker through explorer)
Any idead what can I do?

barren otter
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@grave tinsel , did you build the project again?

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Here's what I normally do. With Perforce tho.

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I delete binaries and intermediate folders and the .sln file. If any exist.
I then run generate project files from the . uproject file. A new .sln file will be created.
I then open the .sln file and rebuild the project. Works everytime

chilly frost
simple lodge
chilly frost
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you can not use git without git lfs since any large file would break your source control ^^

barren otter
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Try it and see what you get

simple lodge
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but as long as it works for you its all good

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or do you mean the standard in engine plugin?

grave tinsel
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@barren otter I got an error:
Failed to connect to Coordinator:
All builds will run in standalone mode.

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tho the project is starting

barren otter
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๐Ÿค” ๐Ÿค”

chilly frost
barren otter
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Guess it's a GitHub thing

chilly frost
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like i said you can not use git without for unreal source control

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its just not possible

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git refuses to take on files larger than a specific size

simple lodge
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No it doesnt

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There is nothing in the spec that defines it cant accept large files, most packages define it - to stop you breaking the repo

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But in the before times, I did a full repo without LFS

chilly frost
grave tinsel
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But it works!
thanks man!!! โ™ฅ

simple lodge
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Git != Github just for the record. Github is an implementation of Git

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but its technically not a requirement in the spec

chilly frost
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ayeaye ๐Ÿ˜„ you are right

barren otter
chilly frost
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sry man i broadly use git as a representation of github in my wording

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so technically we did the same thing as you described at one section of our development, using "just git" no lfs for the google cloud repoยดs. But for GITHUB we had to return back to lfs

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let me fix that in the OP

simple lodge
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Im getting really near to releasing a tool that will abstract all of that (and a lot more) away

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It also sets up and runs CI (builds, testing, deployment to some platforms) for your project

simple lodge
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will do, internally ive had clients using it for a few months and just finished a major rewrite

chilly frost
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i wouldnt say our current solution is PERFECT but it matches with the state of our expertise atm so its alright iยดd say

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and it at least removed the rebuild headache xD

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that was rly killing us

simple lodge
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We have a button to trigger rebuilds ๐Ÿ™‚

chilly frost
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especially with artists never having up to date VS or any other stuff

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you dont know how much time we spent on just sitting in a call helping them install dependencies

simple lodge
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plugin rebuilds arent that common for the teams ive been working with, but I will make a note

barren otter
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Same here. You have nothing for perforce?

chilly frost
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and then some systems still couldnt build bcs "no reason"

simple lodge
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I mean dependencies are easy enough, there is a script that installs all of them ๐Ÿ™‚

chilly frost
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if you have vs installed unreal provides a config

simple lodge
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(well VS, msbuild etc)

chilly frost
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for vs modules

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but funnily enough i had two instances for two seperate teammembers where even after installing ALL dependencies the rebuild still failed

simple lodge
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sounds weird, I mean on that you can set your repo up however you like so ๐Ÿคทโ€โ™‚๏ธ should be compatible

brittle smelt
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source control plugin with perforce is really slow or its just me?

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every asset change takes a second or two to go through

errant laurel
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Any one using perforce in UE4 and for some reason cant check out deafaultengin.ini ?

dense coyote
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after a couple long nights i'm hosting my own gitlab instance.... if anyone needs somes helps wits dats... igotchubrai

simple lodge
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mm? it takes like 15 mins to spin one up?

dense coyote
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well i first started with lfs-test-server, not even knowing the gitlab self-hosted was a thing. that and i had to incorporate it with a preexisting server and for some reason ssh with windows is like impossible.. but gitbash helped

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but yes it's not amazingly difficult, especially the omnibus deployment

stone swallow
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@dense coyote what about Gitea server you tested it?

dense coyote
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If I want to host a project for a friend it seemed very reliable

stone swallow
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@dense coyote Thanks!

errant laurel
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cant check out the defaultengine.ini ๐Ÿ˜ฆ
Any got this before ?

storm vortex
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Has anybody noticed that the git blueprint diff tool sometimes reports no changes to the file when there are actually changes?

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It seems the changes are just not surfaced in the diff tool somehow

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Has anybody found a way to resolve this issue or work around it?

storm vortex
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another issue I've found with source control - unreal engine constantly changes files that I don't actually touch and if I revert the files it causes no observable issues. So it seems like the engine is pointlessly changing files. This is really annoying because pretty much every commit I need to revert a bunch of files that unreal engine has uselessly changed. I wish I understood why it was making these changes

rotund bobcat
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what kind of files

storm vortex
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I get this on the skeleton assets a lot it seems

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Also on the level maps

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I get it on the level maps pretty much every time I open the editor

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or any time I open a level rather

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If I diff the skeletons it seems like all of the fields and data is the same but the order is completely different

iron bronze
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level maps that's normal: as soon as you move the camera it will mark it as dirty and ask for check out

hushed granite
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@errant laurel I had this before. I think I didn't connect to source control modified it and Submit it.
Hope that won't break your project tho

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I wasnโ€™t sure if I should go with gitlab or gitea but gitlab has some really nice integrations like Mattermost, ssl, wildcard domains, postfix, and some ci/cd things. Also ansible playbooks which I might end up implementing once I figure out some more backend stuff. Seemed very dev ops friendly
@dense coyote

I love Gitlab it's opensource and I always prefered it. Even more now Microsoft has bought github.

The only problem is that I hate working with git. I've set up own Perforce server amd that was.... Time consuming and I have no regret.

I think PlasticSCM is doing something opensource and maybe less buggy than git lfs

errant laurel
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I fixed it ๐Ÿ˜„ had kicked my perforce server to hard ๐Ÿ˜„

light hollow
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hello! ๐Ÿ˜„ why unreal's source control is so slow?
even with perforce
It freezes the editor for a decades ๐Ÿ˜ฆ

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maybe I have to adjust the settings?

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which is faster? git + lfs / perforce / plastic SCM? ๐Ÿ˜ฎ

hushed granite
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I tried lf that was not a good experience

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I want to try PlasticSCM but really it's not my priority as long as Perforce is working well. Love UE4 integration with Perforce. Do you have a slow or unstable internet ? Do you have any issues when using p4v instead ?

light hollow
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I have 1 GB/PS dedicated line
I just tried today to submit all project files
And it takes a lot of time to submit 56 000 files
Feels like it would take 1 hour+
And I've read that plastic SCM is 8 times faster (on their site)
Prolly this is and advertisement

merry verge
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Try using P4V and enabling parallel submit.

craggy swan
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@light hollow
p4 configurables set these values. tweak thread related ones to suit your hw

`filesys.bufsize=2M
net.tcpsize=2M

net.parallel.max = 64
net.parallel.min = 4
net.parallel.submit.batch = 2
net.parallel.submit.min = 2
net.parallel.submit.threads = 16`

in p4v enable parallel operations in preferences -> server data

light hollow
craggy swan
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you're welcome
as side note, 16 threads on my side are utilizing my network at 100%, so going any higher has no use

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might be different for you ๐Ÿ™‚

light hollow
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yeeeeeeeeeees

craggy swan
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wish i had 1gbps so i could utilize my 64 threads here ๐Ÿ˜„

light hollow
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Oi! Another question! Tried to search in google but did not found anything ๐Ÿ˜ฆ
I have changelist with 56k of files
But some of them are not exist anymore, were deleted
How can I automatically remove invalid paths from the change list?

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I'm getting
The system cannot find the path specified.
Submit aborted -- fix problems then use 'p4 submit -c 17'.
Some file(s) could not be transferred from client.

craggy swan
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i guess you can reconcile these files and add changes to cl 17

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less hassle more wait option is reverting changelist and reconciling folder as whole
if there are no changes to lose, of course

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didn't perforce create separate changelist for you that contains files that failed to submit?

light hollow
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nope ๐Ÿ˜ฎ

craggy swan
storm vortex
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Here's a perfect example of what I was talking about previously with unreal randomly modifying uassets, notice how there are no changes at all listed in the bp diff. This is really annoying because I am never sure if something has been changed in the binary that is just not surfaced in the diff, so I am not sure if I can safely discard the changes or not

storm vortex
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another example, I just opened this blend space changed one value but then changed it back to exactly the same value as before. Ideally it shouldn't mark this as dirty since the contents of the file didn't change

languid escarp
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anyone know if there's a way to undo the effects of setup.bat on a source build, i.e. restore it to a compact state where all the larger binary downloads are gone, short of repulling from git?

craggy swan
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easiest probably would be writing small scripts to remove files downloaded by gitdependencies

craggy swan
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has anyone tried porting UGS MetadataServer to .NET core?

ornate willow
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shot in the dark here, for Sourcetree users, terminal doesn't open with the terminal button anymore. Not a big deal but definitely annoying. I've tried various dated solutions to this in the past, and none have worked. Anyone in this position ever find a fix?

jagged wolf
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has anyone here tried plasticSCM? how is it compared to git? I have a repo right now that's kind of starting to make my tiny git server eat bite it pretty hard. (~8 Gb)

tawdry sable
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Hi, anyone with any experience using Git LFS with UE4 here? ๐Ÿ™‚

simple lodge
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However none of us are telepaths so you need to actually tell us the problem

rotund bobcat
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๐Ÿ”ฎ

tawdry sable
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So basically, this is my .gitattributes:

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We do not use LFS file locking as the integration with the Editor makes the editor often freeze and crash, and take ages to save assets.

old beacon
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I am trying to share a repo on Azure DevOps with some remote devs. I added them to my organization, but they always get the 401 Unauthorized page. I don't understand how to fix this.

tawdry sable
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This means that if there are potential merge conflicts due to two people modifying the same asset, we will have to resolve that somehow, as files are not checked out and locked to prevent that.

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We made a synthetic test to see what happens:

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I modified a map on my end:

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My colleague modified the same map on his:

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We both committed and pushed the changes.

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I was used to SVN where the conflict of binary files was easy to resolve. It was basically "pick one version and discard the other"

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To my surprise though, the LFS merge, defined by the "merge=lfs" attribute in the .gitattributes actually merged the binary .umap file.

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I had no clue how it could have done that, and it indeed did not do that.

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The merge just flat out destroyed the umap file:

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Making it just 277 bytes.

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So that is my questions. How do I actually resolve binary file conflicts with LFS and avoid it flat out destroying the files?

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I found some suggestion to replace "merge=lfs" attributes with "merge=binary" in the .giattributes, but pretty much every one around the whole internet shows their .giattributes using the former attribute, rather than the latter. So certainly I must be missing something.

weak matrix
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Hey guys ive been using perforce for a while and today it started giving me this error:
when trying to connect, SL connect to ssl::1666 failed .
Remove SSL protocol prefix from P4PORT or fix the TLS settings.

Anyone know whats happening

simple lodge
simple lodge
tawdry sable
simple lodge
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Well it shouldnt do that unless you do something wrong, for me I just choose which one to keep and carry on with my rebase

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Also as a side note, if you are full remote you may not want to store builtdata in the repo

simple lodge
tawdry sable
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I am confused. I explicitly said that when I was using SVN, I had option to choose which one to keep, but when I used Git, it only have me option to merge.

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I do not have any other problems. I am really just interested in simple straightforward answer to this particular issue.

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If I should replace "merge=lfs" with "merge=binary"... ?

weak matrix
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@simple lodge Hey thanks for the response I checked my IP on DigitalOcean and its still the same whats the cert I should check, sorry im quite new to source control, I removed the address for posting,

simple lodge
tawdry sable
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That will be probably it. I was using GitHub desktop originally, but had to switch to sourcetree, as GH desktop was just too limited.

simple lodge
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I dont use ST, it just annoys the crap outta me, usually use command line or gitkraken

rotund bobcat
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on a conflict you can right click and do choose mine or choose theirs

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normally it shouldn't auto merge binary files

tawdry sable
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Yes, so it was most likely matter of the UI frontend I was using.

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Implying I should use command line is not really useful. I intend to be just average git user, not git expert. And even if I manage to master git, all the other people I have to collab with hardly would.

rotund bobcat
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I used sourcetree before

tawdry sable
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That's the main issue with Git I always had. It was just too difficult to use from a stance of average user.

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And even if I tried, people I'd work with would eventually mess something up :/

rotund bobcat
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well people are bound to mess up

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no way around that

tawdry sable
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Not really. When we were using SVN it never failed, because SVN was just dead simple ๐Ÿ™‚

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SVN was a proof source control doesn't have to be overcomplicated, but unfortunately SVN is so outdated finding some modern hosting for it is borderline impossible ๐Ÿ˜ฆ

slender coyote
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Can you use more than one typemap list in the perforce typemap? e.g. if I have two entries for a file ending in .ini, is it ok with it? and if so, what does it do?

cyan jay
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I would guess it uses the most specific variant that it can. So if the ini file is in depot then it would choose the first one.

cyan jay
simple lodge
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Git is also very simple tbh

mellow chasm
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Hey, is it possible to remove empty folder in depot that I remove in local ? (Perforce)

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I moved assets/folders but they still exists even if empty on other's computer, and on depot

haughty ember
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Damn, can someone make a better Perforce with better customer service and pricing already?

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Actually, I'm surprised Epic hasn't bought someone out already. Unity beat them to the punch with PlasticSCM

hushed granite
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Plastic scm is open source

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It may get a lot of support

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I haven't tried it but If I wasn't using Perforce already I would

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As nodd said I also know someone who uses SVN with Unreal it looks to work pretty well

ornate willow
merry verge
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There's a free edition with limitations, but any serious user is probably paying for it (and you don't get access to the source)

ornate willow
tawdry sable
# ornate willow easily, you don't and can't. even if 1 byte is changed, the whole entire file wi...

Actually I am fine with not locking them. We are small team so we can just talk to each other and prevent working on the same thing. It's just that when it happens in accident, I want to simply chose which file to keep and which to discard. The confusion came from the fact that by default, LFS actually tries to merge the LFS binary files if you use "merge=lfs" argument that everyone uses in their .gitattributes.

simple lodge
weak matrix
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Hey guys ive been using perforce for a while and today it started giving me this error:
when trying to connect, SL connect to ssl::1666 failed .
Remove SSL protocol prefix from P4PORT or fix the TLS settings.

Anyone know whats happening

simple lodge
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connect without ssl like it says, then you can maybe look

mellow chasm
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Any perforce user ?

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I moved some files from one folder to another, I then deleted the folder. It works fine on my workspace, but the depot didn't get the information that I deleted the folder

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I'm stuck because other's user still have the empty folder..

brittle smelt
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@mellow chasm perforce doesnt track folders, so it doesnt add or delete either, you can type p4 client on the command like to change workspace settings and change "normdir" to "rmdir", now every operation that leaves an empty folder gets automatically deleted

mellow chasm
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I've done that, but other users have to delete folders by themselves ?.. Solved: We just used a command line to remove empty folders from workspace, and we changed the "normdir" to "rmdir" to prevent the issue.

left fable
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I have a problem and I don't know how to solve it.
We have to make a game but github and git-lfs has limited space and we cant use it anymore.
What should I do because we cant use or pay for other SC programs

rotund bobcat
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you could host your git yourself or something, or SVN self hosting

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I think azure has better limitations if you're under 5 users

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If I remember correctly you can have unlimited repo size (but recommended to keep under 10GB) and unlimited LFS

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you should look into it though, I can be completely wrong

left fable
simple lodge
#

Git is not for storing released binaries

#

I question what you are doing to have your repo that big

#

Short of importing tons of stuff into the game repo that shouldnโ€™t be in the game repo

merry verge
#

Err, that's not exactly a crazy amount of data for storing a full unreal project. High quality assets take up a lot of space.

#

Part of the reason you need LFS to make git usable...

simple lodge
north coral
#

IMO use SVN or Perforce for Unreal projects instead of Git, Git's not really worth the trouble I think

simple lodge
#

Git is fine, you just need to know how to use it

merry verge
#

I've found that it tends to happen when defaults for actors (or other subobjects) change, even when the actual values in those objects don't.

#

or when properties are added/removed

#

it wants to reserialize things because the representation on disk will be different even if it ends up loading into the exact same thing

#

as for actually figuring out the exact reason why it wants to re-save... ยฏ_(ใƒ„)_/ยฏ

lone merlin
#

Any p4 admins here (or know someone?) with knowledge on setting up perforce infrastructure in the cloud (AWS)? We're looking for (paid) help in upgrading our own bare-bones setup to the next level. PMs very welcome!

elder flame
#

Hi, is it usual to enable Large File Storage for Git on all .uasset binaries?

rotund bobcat
#

yes

#

and .umap

jagged wolf
#

damn github's lfs storage pricing is surprisingly decent. i'm almost enticed to give micro$oft some money. has anyone used it?

storm vortex
#

I use it

#

No issues with it really except I think unreal is better integrated with perforce because that is what epic uses internally

#

So I would go with perforce over git if you don't have a preference either way

elder flame
#

So i installed lfs by using git lfs install and tracked .uasset and .umap

#

however so this wont change anything on a existing repo right? is it possible to convert the repo?

lament ember
#

Greetings. Any ideas why the icons in UE4 source control may not be visible?

ornate niche
#

greetings

#

hmm

#

rider is for linux

#

should i use rider?

merry verge
#

Azure DevOps still has completely free git LFS hosting with no hard storage restrictions ๐Ÿ˜‰
(for 5 people or less)

#

Do they? idk. LFS doesn't work over SSH anyway lol

ornate niche
#

how do i make that cmake folder

#

i dont feel like rebuilding ue4 rn

#

how do i make dat boi

#

work

#

bro

#

how do i

#

make cmake

#

what plugin

#

where do i generate project

#

also does clion have autocomplete

#

or im wasting time for no reason on clion and should just use vscode

inland maple
#

Has anyone had this issue with Github Desktop before?

ornate willow
inland maple
#

Hmm I tried that but I get the same error

burnt forge
#

Hi guys, I'm a solo dev hobbyist with some questions about Perforce. How do you host your server? I know I can do it locally for free, but then there isn't a backup in the cloud in the event of a pc failure or otherwise... AWS appears to have some free options but has some sort of cost/interaction that I don't understand at all. Are there other free server hosting solutions to use with Perforce? My project is ~22GB at the moment.

kindred arch
#

Assembla.com is the only hosted solution I know of for Perforce. I have previously run my own server in AWS too which on a small EC2 is not too bad. You used to be able to run a 5 user version for free

cyan jay
simple lodge
#

raw git (non lfs) is a horrible idea

simple lodge
fair birch
#

whats up lorash you are on here all the timee hahha

simple lodge
#

Wait till your repo gets bigger ๐Ÿ˜„

jolly fog
simple lodge
#

Havent tested it for a couple months, but on my simulation tests it bogged down and required a re-init of the repo after a period of time

#

(my simulation is 80 commits per day, for 3 years, with an average of 6 binary file changes per commit)

#

which is based around the top end numbers for 40-50 person teams I work with

ornate niche
#

@jolly fog epic news, i didnt have to recompile

merry verge
#

Microsoft doesn't use raw git, they built a virtual filesystem layer because partial clones weren't good enough lol.

low tangle
#

hey guys idk if this the aappropriate channel but anyone here use perforce for source control?how do u guys link up visual studio with perforce to do commit to the worksapce(client/server)

#

in the extension tab,there only perforce diff margin and the p4v plugin

#

is there any documentation on perforce helix core side for this?

#

ping me btw since i muted this channel

merry verge
#

they didn't, you're right

finite quest
#

Im havign trouble setting up git hub with ue4

#

I followed this tutorial exactly

#

In this short tutorial I will be covering the setup process for project collaboration utilizing the github integration within the unreal engine. I made an effort to convey the necessary information as fast as I possibly could while still covering everything needed to properly get started. If you have any suggestions for other tutorials concernin...

โ–ถ Play video
#

i get this message

#

but i dont see any new repo

#

My project size is fairly large (30~ GB) so my best guess is that its still uploading and will show up in my github app once its fully uploaded

#

but i dont know how to check the progress

formal harness
#

ohh thats the better channel^^' so again hope thats dont count as spam^^' eyy, somebody know anything about perforce and SourceControl? we are kinda struggling because the LOG is full?!? and yeah i found stuff on the internet but I'm a Artist and dont understand that language^^' so if anybody can help us, damn we would be really grateful

short atlas
#

Hi, does someone knows why github desktop show me conflict and won't let me resolve it manually? And when i do the merge or cherry-pick commit it does not update whatever it's in the commit...

#

same thing with merges

cyan jay
#

Although there's a good chance you're going to run out of space soon anyway if the depot and log folder are on the same drive.

formal harness
cyan jay
formal harness
#

Ohh i see, oke i will try

worn linden
#

I just figured out I can .gitignore all my external content (UE Market Assets) and only store my work. I've shrunk my git repo to under a gig.

silver token
#

@worn linden Why would you want to do that? you should have all the source/content required to run your game in source control.
Someone should be able to sync from scratch and be able to build/run your project.

worn linden
#

Because it's huge. And I already have it under "source control" because of the unreal store.

silver token
#

I guess I can see how that would work for solo development. It's awfully limiting if you want to ever want to collaborate (which I recognize not everyone wants to do).
Though maybe the store has a solution for that as well. I'm not at the point to have included anything from there in my own project so I haven't interacted with it very much. I only know that the stuff we've bought from there at work has all gone into source control.

worn linden
#

I had a project that balooned to over 100G... It took forever to commit and push.

silver token
#

Yeah, games get big. I'm not sure our depot size at work. But we're using perforce which, while I don't really know all the in's and out's of how it differs from git, based on general readings I'm led to understand it handles the binary/large depot sizes better.

jolly hare
#

anyone use perforce that can help me out with set up

#

im trying to get multiple users able to access the files

#

but dont know how

bleak hamlet
#

i use git as source control in my project
everything works but it doesn't update project settings such as Engine - Input
despite trying to persist or check for content
how do we fix this?

storm vortex
#

quick question, where can I find the built in blueprint merge tool>

#

I can't find it anywhere

#

It seems like people have mixed opinions on it's usefulness but I want to at least try it out

storm vortex
#

OK I found the blueprint merge tool, it can be accessed from any BP file->merge but I don't really understand its intended use case. What I would want it to do is take two different versions of BPs and merge them together into a single output BP but I can't seem to find a way to do that

#

has anybody used this tool before? What is its intended use case?

quaint obsidian
#

LFS and partial clones solve different problems

#

You can use them together

outer spade
#

Hi everyone! I'm new here, hope it's okay if I ask a few questions? I'm trying to connect Unreal to Subversion (SVN). I got that to work, but now Unreal keeps asking about file check-out and keeps locking files. I'm doing a solo project right now, so I don't need any of that. I tried disabling "Automatically checkout on asset modification" and "Prompt for checkout on asset modification", but it keeps doing this. How can I turn locking/checkout off altogether?

#

Also, when I move a blueprint in Unreal, it leaves behind a tiny file in place of the old blueprint. What's that for? Moving back didn't work because of it.

jaunty hornet
#

Hi, is it possible that adding a static mesh asset to Perforce source control could trigger the regeneration of LODs?

#

We've got some high poly meshes that take ages to generate LODs for and UE4 seems to regenerate them at randim

outer spade
#

ah, that's not for me as a solo dev then, but from a locking perspective that's a very nice feature. Thanks for explaining!

fickle canopy
#

I am part of a small team of two using perforce for source control. Right now to build we have to check out the intermediate folders and plugin folders so they aren't read only. Is there something we missed in our process or ignore files to allow us both to package a build at the same time without checking out these folders?

woven sluice
#

you pretty much stated the solution. you should have set up an ignore file when you started using perforce, if you already committed files that would now be set as ignored into a depot then the ignore file will not apply retroactively - you have to delete the folders from your source control (you can just delete them and commit the change, or if you like to live dangerously you can obliterate them in P4A).

#

you can find some template ignore files online for git or perforce and adapt them to your needs

#

also if you didn't set that up, i'm betting you didn't set up your typemap either?

fickle canopy
#

I'm not sure it was done by their dev ops team

woven sluice
#

in p4v the filetype is listed after the file, e.g. <binary+lS6> ... you can right click on a file and press "change filetype" to see what all the different flag types mean. it's another thing that is not applied retroactively but is really important to make sure your repo doesn't bloat with old garbage file versions (e.g. you can limit uasset files and other source art files to store only the past # of versions)

#

but, one thing at a time.

#

fix your ignore setup

pallid ledge
#

Any ideas what this means? I haven't been able to open my github desktop app either

ornate willow
#

is there some silly way that when a .gitattributes gets updated in 1 repo, it will add only lines to the .gitattributes on other repos? I would imagine I would do this locally on my machine and commit it to the repo. Does SVN have some kind of "sync and only add lines, no removing lines" feature? (I feel like i've done something similar extremely long ago with facepunch studios mod+svn for garry's mod)

lucid summit
#

anyone know to to change the origin source for a project to a different git repository?

lucid summit
fickle canopy
#

@woven sluice thanks for your time, sorry I didn't respond earlier I got pulled into some other things. Is it proper to have a p4ignore file at the root of each project folder or should there only be one at the entire perforce root?

#

one difference I see for example is on the depot, I don't see the intermediate folder (meaning the p4 ignore is working as expected and this hasn't been committed)

#

but on the workspace, I do have this folder

#

oh I see the issue actually, it isn't the intermediate folder but the intermediate folder of each plugin

#

we do want to share plugins on perforce, but maybe not these sub folders. On your perforce set up, do you add the intermediate folders of each plugin to your p4 ignore?

#

oh hmm, I found from this post it seems we need to add this to our p4ignore so we avoid plugin intermediate folders also

#
light hollow
#

Hello! Trying to start p4d perforce server from service script file in Debian 10
Getting this in journal

Perforce server[2907]: Perforce server error:
Database open error on db.server!
open: db.server: Permission denied
#

service file

cyan jay
#

How did you install it?

runic summit
#

I might have to reinstall windows on my perforce service - the workgroup I have is not stored on the OS drive, so I should be okay right?

runic summit
#

Can someone please confirm this? Don't like working without source control

cyan jay
#

Without full details of your setup no-one can confirm this 100%. If you have the depot data and meta data stored on another drive then you should be able to reinstall perforce, but it would be a good idea to make a backup first using the recommended procedure.

#

Workspace != Depot data

runic summit
#

@cyan jay Yes, it's a depot that is stored on one separate hard drive - I even installed the actual perforce admin client on that separate hard drive - my hope is that if I do a fresh install of windows 10 on the main OS (separate hard drive) there shouldn't be any issue - if what I have describe is accurate, is this true :

I won't lose any data at all but I may be delayed in setting up a depot that uses that same data - (kind of like installing unreal to a new machine with the same ini files, you may have to make sure you have the same plugins, for example, but your ini files will save your settings) (this is probably not a very clear example)

cyan jay
#

if you run p4 info where does it say the Server root: is?

runic summit
#

that's the problem - i can't the client to start up - windows is f'ed up

#

@cyan jay how do I work offline?

woven sluice
#

I think I have successfully copied server files from one machine to another once before without going through the proper migration process, can't remember much about it but I don't recall it costing me too much sanity

runic summit
#

I note there is a really long pause when I save any file now - probably because it's checking for source control connection and timing out - is there a way to disconnect from source control? I'm looking in editor prefs and I only see 'prompt for checkout'

cyan jay
#

@runic summit I'm a bit concerned about your situation, but if you are only reinstalling Windows and not formatting the drive then you should be ok...

runic summit
cyan jay
#

if you can tell us where the server service is storing the depot data and metadata, then you stop the service and back that data up somewhere.

#

this is nothing to do with the client or workspace

runic summit
jaunty karma
#

on perforce how does one do something similar to xlink or submodules?

merry verge
#

Like... git submodules? You wouldn't... not really

#

depending on whether you're in a stream or "classic" depot you have options though

#

in a stream depot you can have virtual streams which map any path on the server to any path in your local workspace (including other depots on the same server)

#

in classic depots you have the same thing but you can just make a custom client view for it

#

if you're asking whether you can have multiple perforce servers in a single workspace, I don't believe that's possible.

#

But if you just want to have, say, some plugins in separate depots but used together in one project that's totally doable

#

In a classic depot you could setup something like this as a client view, a stream depot would be similar but probably done with a virtual stream instead.

//MainProject/main/... //YOUR-WORKSPACE/...
//Plugin1/main/... //YOUR-WORKSPACE/Plugins/Plugin1/...
//Plugin2/main/... //YOUR-WORKSPACE/Plugins/Plugin2/...
jaunty karma
#

Ah okay so virtual streams can be used for that

merry verge
#

Yeah, virtual streams are basically a way to take what'd normally be a mapping for a single workspace (like the example I posted) and save it so anyone can use that mapping

jaunty karma
#

So basically I can take any depot(s) and tie them into a project workspace such as if I have a custom ue4 for both projects or just a shared module

#

Thanks @merry verge

merry verge
#

Yeah, pretty much. You could even have a single depot for all your shared stuff and map it appropriately - it's flexible, how you do it is up to you.

molten dome
#

im making with my friend a game with multi users but we want to save the game with source control but when i try it says source control:failed to connect to source control check your settings and connection then try again but i dont know how to do the settings right please help ๐Ÿ‘

runic summit
#

@cyan jay I was able to get into windows but i will have to wipe this stupid OS clean - I'm going to take your advice and do a checkpoint and try to back everything up -

#

Unless I'm doing this wrong, the md5 checksum didn't match either

#
SHA1 hash of E:\Perforce\checkpoint.1:
cee5fec90508f16ce701240355b104a1286de6e3
CertUtil: -hashfile command completed successfully.

E:\Perforce>CertUtil -hashfile "E:\Perforce\checkpoint.1.md5"
SHA1 hash of E:\Perforce\checkpoint.1.md5:
5115a77485f36879251db6671f44f57d2e47d6c4
CertUtil: -hashfile command completed successfully.```
merry verge
#

Checkpoints don't contain the files themselves, just metadata stored in perforce's database

#

The data for the files themselves are stored in the appropriate folder for the perforce server

cyan jay
#

This. Also the .md5 file is a text file that contains the hash, don't hash that.

cyan jay
#

Assuming E:\Perforce contains depot data, and that it's the sefondary drive, I'm feeling confident you can restore the server from that.

merry verge
#

Shouldn't even have to do anything but point the new p4d install at that location. If it complains then it's probably just that the database needs to be updated.

#

I've moved p4d installs before, it's pretty foolproof... just move the files and configure p4d to use the new location. Same should apply here.

simple lodge
finite quest
#

Im not able to see my repo in git hub after implementing source control

#

anyone can please help?

simple remnant
#

Does anyone experiencing their editor softlocked when fixing folder redirectors with in-editor source control enabled?

gritty jacinth
#

Hello guys, I am having an issue with perforce where my project wasn't checked out properly with perforce, and I logged into perforce after all my changes were made and it is giving me a message "Failed to save" when I try to submit my changes. What is the easiest way to fix this error? If I add the whole directory to a change list, would this fix it or is there a better way?

finite quest
#

@jolly fog yes I tried to push my project there but I get an error

#

so when I connect my project to source control its sucessful

#

after that I click on "Submit to source control"

#

and nothing happens

#

for a while

#

so what do i use?

#

oh

#

do you think perforce is better than github?

#

I want something which does not compromise the project really

#

oh

#

i thought git is the same as github

#

probably irrelevant now but these are the errors i get when i push the files

#

yeah its been like this for the past 2 months

#

okay Im gonna reboot my pc and delete the index.lock file

#

i suppose that should be enough to fix it

#

i have tried that one

#

it didnt seem to work

#

so I've rebooted the pc and deleted the index.lock

#

so i think i should be able to start the editor and push it to the repo

#

right?

#

alright

#

yeah I have got it

#

thanks for the help

wide raptor
#

Anyone have any tips for setting up P4 streams with source build of engine with multiple game projects? A mainline stream for each game makes sense, but do you also have a dedicated engine stream? Do you manage engine dependency within a game stream using import+ or other means? Virtual streams for different team members (e.g. artists vs coders)? Seems like there are a few ways to manage such a situation but if possible I'd like to choose the "right" way, or at least keep things similar to Epic's setup so that default BuildGraph/UGS etc will continue to work. Anyone willing to share and discuss possible setups?

faint cairn
#

Despite the official UE4 one, is there some optimized, up-to-date typemap and p4ignore file?

jolly fog
#

I am wondering if one can diff BPs in GitHub Desktop or SourceTree, just like in the editor?

light hollow
#

Hello! Is it possible to save perforce password? To not enter it every time when I opening p4v?
I've read about win registry P4PASSWD md5 thing which should be used instead p4 set
but still not work ๐Ÿ˜ฆ

#

Still asking for a passwd

raven perch
#

Anyone have a good .gitattributes for Unreal projects for LFS I could use?

jolly fog
raven perch
#

thank you

runic summit
#

So I had to reinstall Windows and I kept perforce on a different drive but when I tried to start up P4 admin, it wouldn't work and told me to reinstall it

#

I reinstalled it to that same directory but it doesn't recognize any of my databases or my server

#

I think perforce is just dedicated to making sure that every single time I ever have to do anything with it it is going to be hard no matter what

#

It's acting like it cannot connect to the server - but I'm using p4 ADMIN, so it should be HOSTING the server

#

Why would I need to OPEN a connection if I'm HOSTING a server? every time I do this it's frustrating AF

woven sluice
#

I'm not an expert at this backend stuff but did you actually run the server (p4d) ? P4A doesn't host anything

runic summit
#

I've always had to run p4 admin to get it to start the server

#

that was my workflow basically

#

i checked command prompt and it says error listen error

#

Aren't there server config files saved in this directory?

#

I was using it like 30 minutes before wiping windows (on a separate OS drive, not this one)

#

They call it backend because it is a pain in the ass

woven sluice
#

i think you can use p4 admin to stop or restart the server, maybe that's where you're mixed up. if this is running on windows, it should be set up as a windows service that starts it

#

or you run it manually with p4d (the actual exe) or you use ... shoot, there's some other helper you can use that starts/stops it

runic summit
#

why is it telling me it can't connect - WTF is it TRYING to connect? it's supposed to HOST

woven sluice
#

p4dctl maybe (this one may be l00nix-only)

#

ok well maybe you should go break something that isn't valuable and come back

runic summit
#

lol

#

I'm good, I appreciate your willingness it help - it's just frustrating the blind spots I keep encountering, no matter how much I try to be diligent when I am forced to do one of the things, something I didn't know I didn't know** always bites me in the ass

#

I wouldn't have touched this machine if windows hadn't decided to just break, inexplicably -

#

And I spent about 3 hours trying to just repair windows, just so I wouldn't have to mess with perforce reinstalling

#

I still can look at my perforce server.locks just sitting there in there opaque files mocking me

merry verge
#

HoJo is right... P4Admin doesn't have anything to do with setting up the service and only manages it once it's running. The p4d service is managed via windows services. You also need to make sure you've configured the perforce server root directory to point to wherever your files are. I don't know how you do that on windows, as HoJo mentioned it's p4dctl to manage that stuff on linux.

woven sluice
#

here's a l00nix (yes i'm going to keep using that stupid speeling) example ./p4d -d -In p4master -p 12345 -r /opt/perforce/servers/p4master (as Siliex points out running p4d just launches the server exe, it doesn't properly set it up as a Windows Service to run on boot)

runic summit
#

I never saw an option to do any of that -

merry verge
#

That'll start it manually, but doesn't help with the windows service.

#

which is an old guide but should still apply

#

It sounds like you need to copy p4d itself to the new server root, then run a bunch of commands to set it up

runic summit
#

how do I get the visual client to just recognize the server

#

And where is the server root? I thought it was just in the perforce install folder

woven sluice
#

well. we've told you a few times now you have to run the program. so all i can do is tell you again: you have to run the program

merry verge
#

You have files from your old install right?

#

That's the server root

runic summit
#

I didn't delete them, so yeah, they are in a non-os drive, all the db files

#

the versioned are in a separate drive as well but I'm just trying to get the server to remember where everything was poniting

#

standby I''m reinstalling my screenshot program

merry verge
#

Go to the page I linked, look at "Multiple Perforce Services Under Windows". You aren't running multiple services but the process for setting up with a different root is the same.

#

in fact, ^ is probably easier

runic summit
woven sluice
#

you didn't use -V

#

you used -v

runic summit
#

ah

merry verge
#

finding perforce docs is a pain, half the time you find them from a decade ago

runic summit
#

registry: create key: The system could not find the environment option that was entered.

#

so the server isn't running

#

I thought it was installed when you install the client - I tried svcinst

#

I don't want to change the environmental variables but it is asking me too - but if I do this wrong, then it won't match what I previously had

woven sluice
#

if you do this wrong, you'll just have to correct it. as long as you've got a concrete backup of your server folder (you did make a second copy of it right) then don't sweat things like this too much

runic summit
#

I can see the DB files there right now

#

and my versiond files are where they should be

#

as opposed to the actual server files themselves, I don't even know what they are, though I can see server lock folders in my perforce install, so I'm assuming that's related

#

basically, this PC is assigned a fixed local IP by my router, so that hasn't changed - and the router has a dynamic DDNS that ponits to that fixed IP, so that shouldn't change either

#

but in terms of setting up the server, I'm not sure what to put for the environmental variables

#

Why isn't there a "load previous server settings" or something is beyond me

woven sluice
#

once you learn it all, I think the perforce server instance is actually fairly simple on the outside. there is an executable p4d.exe, it runs, and it operates on files in that folder (the root folder). p4d.exe may change how it works depending on certain environment variables. a windows service can be used to start and stop p4d.exe. (actually maybe p4s.exe)

runic summit
#

it doesn't run

woven sluice
#

did you set P4PORT environment variable?

runic summit
#

how do I just tell it to use this crap?

#

i always used 1666 so I shouldn't need to set it

#

when I try to start the server I never see the server appear in srv in windows

cyan jay
#

the server is probably already running as it's failing to bind port 1666

runic summit
#

How can I find it then?

cyan jay
#

if you want to run from p4d via cmd line make sure to stop the service first

runic summit
#

What's it called in windows details?

woven sluice
#

or P4PORT is set to that whole big address and should possibly only be set to 1666, or something else/similar. I'm not sure.

cyan jay
#

it will be called p4s.exe but it might be running as a different user

runic summit
#

I'm admin on this machine so I'm not sure how it could be somewhere else

#

How can I KNOW that the perforce service was actually installed????

#

fuck you perforce....fuck you soooo much

#

What would the NAME of the service be called, if it is running?????????

cyan jay
#

I've not used Perforce on windows for years, but I think it's called Perforce something

#

doesn't it ask you what the name should be when you install it?

#

I can't really remember

runic summit
#

is that right? why can't it connect though?

cyan jay
#

what can't connect?

runic summit
#

my other computer, or even this one

#

if I open up the visual client

#

I don't even get the option to configure the depot/streams

#

I don't think Perforce actually likes its users

#

I tried this and I get that bullshit - how do I reset that stuff?

cyan jay
#

p4 -p 1667 info

#

if you installed the p4 command line client try running that

runic summit
#

User name: Blakestr
Client name: DESKTOP-0UPBT6J
Client host: DESKTOP-0UPBT6J
Client unknown.
Current directory: d:\Perforce
Peer address: 127.0.0.1:55022
Client address: 127.0.0.1
Server address: DESKTOP-0UPBT6J:1667
Server root: .
Server date: 2021/05/25 17:28:11 -0400 Eastern Daylight Time
Server uptime: 00:07:07
Server version: P4D/NTX64/2019.1/1865205 (2019/10/11)
Server license: none
Case Handling: insensitive
#

wow, the windows reinstall gave my computer a new name - same windows key though

cyan jay
#

try it with 1666

runic summit
cyan jay
#

p4 -p 1666 info

woven sluice
#

so you ran p4d and it said starting... but did you close the window after? your ultimate goal will be to run it as a service so it's in the background I think (I too am only familiar with linux, where you run p4d as a daemon, bit different than windows)

runic summit
#
Unknown action '-n'
Perforce Service Manager Utility:

SVCINST action [-d] [-n name] [-e exe] [-a]

  -d    enables debug messages, (use as first flag)

  actions - info, create, start, stop, remove
  info
    -n name   Specify the name of the service.
  create
    -n name   Specify the name of the service.
    -e exe    Specify the executable for the service, required.
    -a        The service is to be autostart on boot, optional.
  start
    -n name   Specify the name of the service.
  stop
    -n name   Specify the name of the service.
  remove
    -n name   Specify the name of the service.``` Syntax is the way that nerds hate on non-nerds
#

clearly

runic summit
#

WHERE?

#

I don't think I'm being illogical assuming the window service should be called "perforce" nor unreasonable when I'm pissed that I can't find ANYTHING in the windows services, despite it saying the service already exists. No it does not Perforce. No it does not.

#

Found it, (windows doesn't refresh the service window easily) opened up a new instance an then tried to start the service and I'm not allow to start it because reasons

merry verge
#

Your complaints have little to do with perforce. And the complaints in that post have nothing to do with your issues. This is generic server administration stuff that you aren't familiar with, which is frustrating but you're taking your anger out on the wrong thing.

#

Since it seems to be having trouble starting the service, I'd start by using svcinst to remove the perforce service and then re-add it

woven sluice
#

i'd hold on that. check permissions

merry verge
#

Ah, yeah - that first.

woven sluice
#

unfortunately i wouldn't have any more guidance than that lol

#

maybe e.g. "The first Error 5: Access Denied error was resolved by giving permissions to the output directory to the NETWORK SERVICE account."

#

google_it (a lot)

runic summit
#
Stop and Delete Service
        ServiceName=Perforce
Service already stopped
Deleting service
woven sluice
runic summit
#

I deleted it, exited the services window, started it with the same command but it won't let me actual start the service in windows services still

merry verge
#

I'd check permissions on the p4s/p4d executables. Best guess is what hojo said - they're missing permissions for the service account.

#

You should be able to see what the service is trying to run with if you go into the service's properties

runic summit
#

I'm not sure where the permissions are added?

merry verge
#

the log on tab

#

it's probably the default "Local System account"

#

but it's worth making sure

runic summit
merry verge
#

ye, so you need to go to your server's folder and make sure the entire folder and all files in it have permissions for the NETWORK SERVICE account

runic summit
#

which one is the network servic account?

merry verge
#

it's literally called NETWORK SERVICE

#

it's possible that it might be LOCAL SERVICE or LOCAL SYSTEM too, not sure.

runic summit
#

Did they add something to Windows that I missed?

merry verge
#

no... right click the folder -> properties -> security -> Add
enter "NETWORK SERVICE", Ok. Probably give it full control. Apply.

runic summit
#

like this?

#

doing full control didn't change it

merry verge
#

remove that entry, try LOCAL SYSTEM instead.

runic summit
#

same problem

merry verge
#

one sec

runic summit
#

Every group or user listed here has Full Control ticked and applied

merry verge
#

Sorry, try LOCAL SERVICE

runic summit
#

make a new group?

merry verge
#

no

#

Honestly if you can't figure this out at this point, it seems like permissions on that folder are screwed up and you may want to remove your perforce install and start over. This time instead of trying to install p4d/p4s to a separate directory, see if you can get the blank perforce server running and then change P4ROOT to aim at your old install.

runic summit
#

I am going to miss having source control then

#

This opaqueness and inexpliability and inability to interate on any progress drains me so much

#

I know this would happen - I didn't want to touch the perforce server that I had running because it was working fine

merry verge
#

I don't think anyone should be recommending to run a perforce service yourself if you don't have experience with system administration, tbh.
Look into git if setting up perforce is too much.

runic summit
#

I had set it up before with less trouble than this

#

Why don't the p4 docs have anything about when the service refuses to startup?

#

, there is a permissions issue relating to the files in your P4ROOT folder or you are are trying to re-use P4NAME (Windows) and the serverID of the other Helix server that is already authenticating against that very same LDAP.

#

a permissions issue seems likely but it doesn't say anthing about fixing it

merry verge
#

Because it has nothing to do with perforce

#

This is an issue with windows trying to start the service

#

Perforce isn't giving you that error, windows is.

#

unless you mean that new thing you posted, in which case I don't know where that came from so I can't answer.

runic summit
#

you just recommended me try a competitor to perforce because of how frustrating it was - it would behoove Perforce to include support docs, even if windows is to blame

merry verge
#

Perforce expects someone with experience in systems administration to be setting up their service, they don't really cater to hobbyists.

#

And honestly their pricing structure is setup such that they seem not to care about indies either.

runic summit
#

Well this might just be the last straw for me - thank you for taking the time to try to help though, I do appreciate it, @woven sluice as well, thanks to you too - sorry for venting

merry verge
#

It's all good, I totally understand the frustration. I definitely wouldn't go without source control though, look into git (but maybe after you've had some time away from trying to set things up haha)

woven sluice
#

i hated learning linux but i did not mind setting up perforce on it lol. run it as daemon, set it up to run on boot, done ๐Ÿ˜„

runic summit
#

what if i just run it as a server and not a service then?

#

I don't restart this machine often and can remote into it if I need to manually start the server again - I'm working alone so it's not like I'll be messing up someone else's workflow

#

where are the server settings installed at on perforce? so I can edit them without having to type them into the stupid command line

#

I can't see anything about it now

woven sluice
#

the boot settings aren't stored anywhere or are only stored as system environment variables AFAIK

#

port, root folder, those settings

runic summit
#

when I isntalled perforce 90 minutes ago it had me enter some stuff

#
Perforce server error:
        Listen blakestr.ddns.net:1666 failed.
        TCP listen on blakestr.ddns.net:1666 failed.
        bind: 97.104.60.186:1666: WSAEADDRNOTAVAIL``` this crap - where can I EDIT IT? (not in command line, it has to EXIST somewhere)
woven sluice
#

system environment variables

runic summit
#

there's like 5

woven sluice
#

it might simply not be set then and is generating defaults

#

or maybe hte windows install does use registry somewhere

#

search for that ip in registry? idk, thinking out loud

runic summit
#

Okay THIS is the thing I need to set - what do I put here?

#

I never connect to a Helix Core server from this machine

#

this is the HOST

#

is this right?

woven sluice
#

just 1666 if you're installing this on the machine running the server

#

machineip:1666 if you're installing this on another machine on your network

runic summit
#

And user name?

#

Before I was using Blakestr I thought but maybe I don't have to put that one this machine?

woven sluice
#

well... your chosen user name. whatever it was. for client/admin access with p4.exe / p4v / p4admin

runic summit
#
Perforce server error:
        Listen 1666  failed.
        TCP listen on 1666  failed.
        The specified class was not found.```
#

I don't remebmer ever having tyo do this? do i need to do this?

#

"initalize personal server?"

#

this is where installed it

#

Where it has been running fine for 6 months

#

Until I committed the sin of reinstalling windows

merry verge
#

You used a personal server originally?

runic summit
#

Not sure, I don't think so

merry verge
#

That's different than hosting a normal perforce server.

#

Ok, just making sure.

#

try specifying -p 1666 to p4d

runic summit
#

before I just would open p4admin and then it would work

merry verge
#

You probably just setup the server with whatever defaults it had. Which would be fine now, but it wouldn't use the data you already had.

runic summit
#

christ jesus I think we got it

#

so, does p4 admin automatically start the server? I NEVER used the command line like you showed me

merry verge
#

It does not

#

It would have started automatically as a service

#

p4admin is just for managing a running server

runic summit
#

i might have done it, let's try the service again this time

#

svcinst -create "Perforce" -p 1666? what's the syntax again?

merry verge
#

the -p was for p4d, wouldn't help here

#

svcinst create -n Perforce -e C:\some\path\to\p4s.exe -a

#

Setting the port (which is what -p does) is done separately from this, and is unrelated to the access denied issue you were seeing

#

p4 set -S Perforce P4PORT=1666 would be what you run after svcinst.

#

also might need to run p4 set -S Perforce P4ROOT=C:\some\path\to\your\server\directory

runic summit
#

service is running at least

#

so the service isn't setup - the server from command line worked, but not this service ...

#

D:\Perforce>p4d -p 1666
Perforce Server starting... works instantly now

merry verge
#

Did you run the p4 set commands?

#

and then restart the service from the services panel?

runic summit
#

tried that

#

but the server directory had nothing it it

woven sluice
#

what server directory had nothing in it

runic summit
#

Server is empty, so I set the p4root to just D:\Perforce

#

when I try to connect -

woven sluice
#

D:\Perforce contains your old server root?

runic summit
#

I don't know ?

#

what server path woudl it be?

merry verge
#

It looks like D:\Perforce is

runic summit
#

I figured Perforce because all the DB files are there

#

but why is it giving me the wrong user

#

when I start server from command line, works fine - but when I start from a service, user can't connect - (I know it's working from command line, I connected from another computer and the CMD prmpt even logged when I mistyped the password)

merry verge
#

You did p4 set -S Perforce P4ROOT=D:\Perforce?

runic summit
#

D:\>p4 set -S Perforce P4ROOT = D:\Perforce

D:\>p4 set -S Perforce P4ROOT=D:\Perforce

D:\>





#

goddamnit

#

lol

#

apparently I put evil spaces in there

#

this is why Unreal/EPIC deserves all the money - they did their best to get RID of syntax (aka blueprint)

#

Well there went 2 hours of my life I'll never get back but It's done so do you guys have a venmo or something so I could buy you a drink?

woven sluice
#

no but i'll accept a discord emoji drink

runic summit
#

๐Ÿน @woven sluice

devout walrus
#

Anyone else have a problem with github breaking their ue4 project?

brittle smelt
#

any way to keep P4 plugin enabled but stop what its doing every time i save an asset? saving takes an extra 2-3 seconds every time with the plugin enabled

runic summit
#

Also, though it's rare for me to do it - there are times I would like to disconnect from source control - can't remember how to in unreal

merry verge
#

just click the source control button, set it to disabled in the popup

merry verge
#

Holy crap, UE5 actually has support for more than the default changelist in perforce. And shows files that aren't uassets. It's still pretty bare bones, but you don't have to use P4V to organize changes anymore.

#

Damn, it even supports shelves.

woven sluice
#

you know you're a nerd when that makes you excited a little bit (i'm excited a little bit)

cyan jay
#

๐Ÿ˜‚

merry verge
#

Anything that improves workflows for non-technical people makes me happy, especially when it potentially means there's one less tool to make them learn (P4V in this case).

runic summit
#

So, I'm not able to connect remotely over the internet to my Perforce server (I was before but then I had to set it up again) - My dynamic DNS is targeting the correct IP and the port was left to default (1666) - it's saying WSAETIMEOUT as the error code

#

what am I missing here? I can remote into the machine that is hosting using google chrome remote desktop - and it shows me this as the server's IP (looks like a mac address)

#

I can connect the same user on there using the same login info so it's not the wrong password or anything

#

How can I target a specific machine on an ip address (i thought that was what the port was for, but the IP to the router, then the IP to the machine, then through the port

#

It was weird - windows changed the name of the machine even though I'm using the same activation key (i did a clean format, fixed the reasons I needed to reinstall windows in the first place ) My router is reserving this machine's address and it still is using the same local IP (i'm assuming because the router didn't see a change because it uses the mac address of connecting machines to assign their IP)

runic summit
#

I'm guessing my router is the culprit then - if perforce can connect on the same network

runic summit
#

**Solution was windows firewall - forgot to modify it after i reinstalled windows **

#

This self-help session was brought to you by the movie "Galaxy Quest" starring Tim Allen, Alan Rickman, and Sigourney Weever - Never Give Up, Never Surrender

rugged jacinth
#

How are remote teams dealing with shared DDCs? Is there any hosted services folks are relying on?

runic summit
#

I thought that wasn't advised - did something change about this . If you have a large project and want to distribute pre-built DDC data, you should generate a DDC Pak.

merry verge
#

That's about distributing DDC data, not using a shared DDC

#

they're saying you shouldn't use a DDC pak to prime someone's local DDC if you're on a large project as it's probably a waste of time.

runic summit
#

Thanks, that's why I asked because I wasn't sure if I understood it

tiny steeple
#

Hello.
I'm looking for a sync solution over network that:

* Works with Google Team Drive (Shared Drive)
* Has Two-way Sync, that is, if I change files they get automatically uploaded to the drive so that a friend using them gets automatically the last version too.
* Selective Sync, so we can choose which part of the hierarchy to sync and not trigger the sync of the whole drive.

insync seems to do it, but I was looking for alternatives.
Thanks

woven sluice
#

@tiny steeple this isn't for anything directly UE related is it? I'm only asking because you're asking in a UE channel, someone's going to have to make sure that you're not going to shoot yourself in the foot (as none of that would work for a UE project)

as for your actual question, sorry I'm not aware of anything, but I might question if you really need both cloud sharing and google drive integration. Seems like some redundancy. Might be a lot easier to solve your problems if you simplify your wants. I've used Resilio Sync, Sync.com, Box.com for different things, happy with each for what they are.

runic summit
#

I worked without being connected to source control and now none of my files will save - I've checked out the file and I've confirmed in windows explorer the read only flag is not set...what else should I check?

#

@woven sluice can you point me in the right direction? this must be a common problem but i'm not finding anything on google

#

this was green, but when i clicked it, it said it was not enabled (though it was somehow connected?) it works now,

tiny steeple
upper current
#

looking through old answers but haven't yet found anything good.
I am wondering how well git works with ue4 projects. How badly do repos baloon in size if git keeps a history of all the .uassets. And how well does the workflow in a team work?

simple lodge
merry verge
#

Trying to use git with UE4 without LFS would be an incredibly bad experience.

still obsidian
# upper current looking through old answers but haven't yet found anything good. I am wondering ...

Based on reading here from time to time the consensus seems to be that it works, but requires a bit of understanding/education of the team members. The integration into the editor isn't as good with git as with perforce so people seems to use external tools for syncing, committing, file locking and such. Make sure you use LFS to keep the working copies as small as they can be, the server will keep all history as usual.

woven sluice
#

has anyone ever tried using RegisterStateBranches to implement locking across branches or streams? curious if it actually works as (un)advertised

merry verge
#

I have no idea, but that seems like it'd be a bad idea. Working in one branch would lock out others? Ugh.

#

Better to use a workflow where content doesn't integrate upstream except when absolutely required. Release branches shouldn't lock out main, and main should stomp release branches.

upper current
merry verge
#

That's definitely not true

#

Every git provider that supports LFS that I've seen charges based on storage space

upper current
#

maybe the github pr I read was old news then, I didnt check the dates

merry verge
#

Github charges for "data packs" which is $5 per 50GB of space and 50GB of bandwidth.

upper current
#

right, but for an open source project wouldnt I as the repository owner be charged?

merry verge
#

Yes.

#

I'm not sure how else you'd expect that to work.

upper current
#

so what if some idiot constantly nukes his repo and pulls again

#

thats obviously going to happen with internet strangers, especially since we are talking about gamers ๐Ÿ˜„

merry verge
#

Then don't use LFS, assuming your project doesn't have that much in the way of assets.

#

Or do what Epic does and store large assets on a separate CDN and make a script to download them

upper current
#

it doesnt, its a very light art style with lowpoly art and textures that arent bigger than 128x128

merry verge
#

Then you probably don't even need LFS

#

It's not a great workflow to deal with, as you can't use locking in that case

#

but you don't really have another good option if you're not willing to pay

upper current
#

I better asked than be sorry later. Especially since I didnt know how big github repos get if they keep history of so many binary files

#

I am willing to pay, but I am not willing to pay a fee that I can't control

merry verge
#

Your other option is to find another provider that has different ways of billing for LFS. Last I checked Gitlab just has a hard limit on their storage, Azure DevOps doesn't charge for storage at all (they charge for users, but I'm not sure how that works with public projects). No idea what Bitbucket does.

upper current
#

ok

merry verge
#

And for the record, LFS doesn't help with how much data is being stored - you're storing every copy of binaries regardless

#

It just means you don't need to download every copy at once if you want the full history of a repo.

upper current
#

I am guessing here that using git bash you can force delete history of certain files?

#

that way I could get rid of some stuff from time to time

#

if size does become a concern

merry verge
#

You can... but it rewrites history. Which means anyone who has a clone of your repo will have to re-clone it.

upper current
#

alright then. I suppose I will just use github as is, and when size or price becomes a problem and I care enough about the project at that point I will pay someone that knows what they are doing to setup a different solution

#

thanks for the info siliex

woven sluice
#

Sorry I shouldn't have necessarily said locking across streams but rather in editor status symbols across streams. Seems like there's literally 0 people outside of Epic using it, 0 Google search results

#

I think you have to hard code the streams in a source engine build or something, trying to explore some options for rebuilding/expanding our team's devops and saw this in an old video

merry verge
#

Ahh, so like it's supposed to show whether other people checked out the file in a different branch?

#

That... could actually be pretty useful.

#

As far as I can tell there's no reason it should require a source engine build... still need to hardcode the list in your own module (or I guess add them to a config variable, or write your own ui for it) but that function seems to be public.

#

The perforce SCC provider seems to have it implemented as well, so it should just be a matter of retrieving the active SCC provider and calling it.

woven sluice
#

yeah from what I saw in a 5 second clip out of an hour presentation it puts a unique yellow checkmark on assets checked out in other streams/branches and a red ! on assets that had become conflicted across streams/branches. I thought it seemed like it might Make Streams Great Again

#

(2 soon?)

#

yeah if I can just put it into a module this could be pretty cool... I'll try it when I have time, sometime between now and 2022

vivid path
#

Hi guys, how can i check out file so others cant work on same file?

silver token
vivid path
#

Git

silver token
vivid path
#

thx

stuck cargo
#

I set up a home git lfs server for my project and it's just me working on it. Should I be doing things like pruning history of large files (say like more than a month back) to cut down on storage space requirements?

jolly fog
#

In my team there are two persons working with blueprints, the issue is that both of them sometimes modify the same blueprints and obviously it's an issue because version control will only take one version of the .uasset/blueprint and one is discarded, how is that handled with blueprints? it's easy with c++ but I can't think of how to solve this particular issue when two people work with the same blueprints

merry verge
#

File locking

cosmic goblet
#

@jolly fog That sounds like they aren't communicating about what they are changing within the blueprints, and changes need to be done one at a time have you tried file locking?

jolly fog
#

Well, even if File Locking is a choice, my question is more oriented towards work flow, instead of they both having to redo changes of the blueprint that was discarded on the blueprint that was selected to go on version control, isn't there an alternative?

cosmic goblet
#

I wish there was a alternative but one must wait until the other one is finished with the BP and have pushed those changes to the repo or whatever source control you are using and the other pulls the new BP from the repo and then starts working on it unless i'm wrong here just suggesting that one works on that BP at a time. I know that it is a slower workflow unless someone has another solution just a suggestion happy developing. @jolly fog

woven sluice
#

The "alternative" is to manually diff them in the editor, take screenshots, and manually merge - if the assets are of a type this make sense to do so with

maiden gulch
#

So... I am getting a new machine in the next week, and I would like to move over my project, along, potentially with perforce. Has anyone:

  • Had success doing this
  • Had issues pulling in the project to a new install of unreal, with potentially different install locations (drive letters, etc) for related plugins
  • Have a good process for moving a local perforce workspace into the cloud, so that I can later pull it down?

I'm familiar with git cause of normall software engineering, so I could that route if there are hurdles here

simple lodge
silver token
young thorn
#

What does 5 users on the perforce free plan mean exactly. It will only let 5 people log on to the server?

rotund bobcat
#

5 user accounts

young thorn
#

I don't have much experience with source control, so sorry if i sound ignorant. Is it possible to distribute game files through perforce to more than 5 people on the free plan? I don't need more than 5 people changing the files, I just need to distribute them.

cyan jay
#

You can share a single account among multiple people if you don't care about different access control, or who changed what

rotund bobcat
#

or file locking

pearl egret
#

But still who changed what can be described with good workspace naming convention

#

@young thorn how much people you need to distribute it to?

young thorn
#

including the 5

pearl egret
#

Then it's doable with the shared account as @cyan jay said. But be aware of 20 workspaces limit, which mean that if everyone would like to have more than one repo then you will be balancing on the edge of the free plan

cyan jay
#

Why are you distributing the project to 8-10 people when none of them are changing things?
What's your workflow?

woven sluice
#

Biggest thing you would lose would be access control and security type things. You can still easily tell who changed what (make everyone include their name in the workspace name) and you can still enjoy file locking (file checkouts are per workspace, not per user). If two people share an account then it's possible for them to mess with the other person's stuff.

Otherwise if it's just for extra testers to play it or something? Then set up a proper system and distribute on steam for them

feral belfry
#

Is it possible to have the UE4 editor save a perforce password so I don't have to type it in every time?

young thorn
#

I got a droplet on digital ocean to host a perforce server, any idea how long it takes for them to email you the credentials?

shadow marlin
#

Do you guys think Git is viable for a game jam with artists involved? It's worked fine for me with only programmers but I'm hearing I should be using Perforce but I've never set it up before

iron bronze
woven sluice
#

ok here's a fun one: I enabled parallel sync on my P4 server and I use Jenkins. I then learned that Jenkins' sweet integration with P4Java can't handle multiple thread stuff and everything goes to hell. I am now graced by such beautiful (and helpful) errors as this: https://i.gyazo.com/1684dd820b6143fabe3d726568f6b29d.png

#

since the only files that Jenkins touches are DLL files, I've already tried going hogwild and obliterating the Binaries folder, but to no avail, the exact same wild error appears

#

only mentioning it here for the 0.0001% chance that anyone here has seen this error before. lol ("Librarian filesize perforce" - for future search hits)

#

ok, I am making some headway by going manually into the server on the linux filesystem and copying older archive .gz files to replace the above missing version - then I'm using p4 sync -f filename to force that version into my workspace (or p4v Get Revision with force option), and now it appears to be letting me check it out, edit it (recompile), and resubmit it. https://i.gyazo.com/5d4952c46a05941c134719e1e27e02b6.png

#

some of the files didn't have archive versions so I just copied any other random .gz file in place superlmao

merry verge
#

It's odd that it seems to have corrupted your database - as much as a client fucks up it shouldn't be able to do that...

woven sluice
#

yeah. there is literally like one google search result on the entire internet that seems relevant to whatever the heck just happened to me

#

something like, perforce's databases or whatever recorded that the files were uploaded, but it wasn't actually saved on disk

#

all the submit metadata was there, except the actual file... shrug2

#

that's 6 hours of my life i will never get back

merry verge
#

You might be able to restore a previous checkpoint? But who knows how much data that'd lose...

#

And yeah the only advice I can find about that is to obliterate the file, possibly specifying the revision manually.

woven sluice
#

yeah, that didn't do jack lol

#

nearly done this hilarious workaround anyway and it's working fine

merry verge
#

I guess you can just obliterate after you've done that and everything will be back to normal if you don't want fake gz files hanging around ยฏ_(ใƒ„)_/ยฏ

woven sluice
#

how else could i landmine my depot for my future replacement after i'm fired

merry verge
#

make a p4 trigger that obliterates random files and deletes checkpoints when your user is deleted, obviously

woven sluice
cyan jay
#

Wow that was a ride ๐Ÿ˜‚.
I take it you know about 'p4 verify'?
This command checks the metadata matches the depot files on disk, in case any other issues have snuck thru. It can take a while tho...

merry verge
#

I'm not sure verify can actually repair issues it finds though

cyan jay
#

No it cannot, that would be too easy

merry verge
#

I think it'd basically just point out the same files and you'd have to manually restore from an archive unfortunately.

cyan jay
#

In a previous job we had p4 depot files on a NAS at one stage (bad idea!). We would occasionally get mismatch issues like this popping up, and it was always a case of manually fixing each one up depending on what the issue was.
Definitely a good idea to run p4 verify on a regular basis or as part of the backup process, if it can report errors of course.

woven sluice
#

I saw p4 verify, didn't even bother trying with it when I sort of saw what it did tbh

#

but yeah you're probably right about it being a good idea as part of housekeeping

#

now i just need to decide if i want to throw jenkins in the trash and switch to teamcity before it breaks my p4 again HaroldHaha

languid escarp
#

must say, VS is getting good at git

#

I'll try running with it for a week and see if I can ditch 3rd party source control apps

cyan jay
rotund bobcat
#

can confirm, TeamCity is bae

merry verge
#

Also can confirm, teamcity is one of the very few CI systems that actually has good perforce support.
It's still a little dated (I'm spoiled by all the really nice git integrated CI systems these days) but nothing else really supports perforce that well.

#

I've still yet to figure out how to get it to support shelves in a good way, but that's more due to perforce not allowing you much control over how things get unshelved (can't I just stomp files without adding them to a changelist or triggering locks on content files???)

jolly fog
#

does anyone know the difference between

git clone
and
git clone --depth 1 and then unshallowing after?

cant seem to clone a school repository

rotund bobcat
#

they should both have the same end result afaik

jolly fog
#

alright thanks! I'm just concerned that there will be a major difference that can affect my exam. Thank you!

rotund bobcat
#

but if you want the full thing why not do the full clone to start off with

jolly fog
#

im having problems with full clone. the repository is about 85gb. and everytime i clone, about 4 hours into the cloning process, it gives me an error "EOF" xxxx byes expected

#

what does this do?

#

aside from reducing the download size?

#

ohh

#

and whats the difference from the full one? does it change the files?

#

so it downloads it like per session rather than one whole session?

#

does this run on the background or do I still need to have gitbash open?

#

alright. I will try it. Thanks!

#

it gives me an error filtering not recognized by server, ignoring

jolly fog
#

but the problem is that my professor provided the repo. it is GitLab CE

#

with my schools private url

languid escarp
#

@jolly fog

#

same thing

#

team explorer can launch the same window

merry verge
#

the git ui in VS is separate from the old team explorer stuff as of a version or two ago

#

both could revert changes though

languid escarp
#

the true test will be the upgrade to UE4.27 - I'm ditching SmartGit if I can pull it off w/ VS git

merry verge
#

tbh I prefer a standalone gui or command line when working directly with a repo. For basic feature branching and committing VS's ui is fine

languid escarp
#

hm I've come to prefer doing everything in VS

#

if they'd have an integrated version of PIX I'd be using that

merry verge
#

I mean, VS does have a graphics debugger. It's just nowhere near as good as PIX last time I checked.

languid escarp
#

yeah it fails to even start w/ ue4 in dx12

languid escarp
#

one limitation found so far: it can't stage by chunk or line, only the whole file

#

wtf is this long-winded discussion jesus just implement it already! :D

rotund bobcat
#

apparently it exists in VS code though

#

wild

#

you'd think they'd just yank it in VS as well then

languid escarp
#

aren't they two completely separate codebases?

#

vs code is... electron or w/e it's called isn't it

rotund bobcat
#

yeah

young thorn
#

uhh how would I work around the compiler always wanting the Advanced Sessions plugin folder checked out from the Perforce server even though I don't even have it included in my build.cs file, I don't think having to always check out the entire plugin folder is the best solution.

#

hmm understandable

amber ridge
#

that's not an issue of perforce. It's probably rather a set up problem. I've never checked out any file I don't want to modfiy

young thorn
#

@amber ridge its not a very mature project, I uploaded it on the server around 3 days ago and it was just a blank project with a single character and gamemode blueprint. I could compile just fine till now but just as I started building my item system and hit build it suddenly wants access to the plugin folder which is read-only.

rotund bobcat
#

TIL perforce was created in 1995

young thorn
#

Well guys thanks for the advice I'll try to fix it

rotund bobcat
#

here I was thinking git was the old beast

young thorn
#

or I'll just remove the plugin

amber ridge
young thorn
wind gazelle
#

even svn is younger than perforce ๐Ÿ˜„ (2000)

young thorn
#

how would I add a filter to my p4 ignore which makes it

#

ignore all intermediate folders inside Plugins

#

Will this work?

amber ridge
#

why not just Intermediate/* ?

young thorn
#

its already ignored

amber ridge
#

is your plugin not inside your project?

young thorn
#

it is

#

inside the plugins folder

amber ridge
#

this should already ignore intermediate folder

#

but I'm not quite sure if this is because of precombiled binaries ๐Ÿค”

woven sluice
#

What does the compiler say, you aren't giving anyone any info, is it saying it can't write files? @young thorn did you only just add intermediate to your ignore file after already checking all those files in?

#

Show a screenshot of p4v inside your intermediate folder

#

And binaries

young thorn
woven sluice
#

Ok, well give the other screenshots anyway

pliant axle
#

howdy, i just setup my source control with github desktop and the editor plugin to compare methods, and while the plug in is rad, is there a way to manually change what branch i am in-editor? i dont' see any options anywhere for it. if i disconnect from source control plugin, swap the branch in github desktop, and reconnect, it finds and loads the new branch. that's fine and i can work with it, but i jsut wanted to check if i'm missing something?

rotund bobcat
#

people use the github plugin?

#

I tried it a long time ago and it was so barebones, borderline unusable

#

I much prefer just using a separate gui for everything (SourceTree in my case)

pliant axle
#

i mean it seems pretty good at a glance, shows icons for stuff that's changed, it's got a screen for showing blueprint changes, seems pretty fast.
granted i haven't spent much time doing source control and it's not something i focus on professionally, so i dunno i poked at it for like 5 minutes and it seems neat at some stuff and limited in others. shrug

woven sluice
#

@young thorn anyway, go look if the files in your Intermediate folder are being controlled by perforce. they should all just be plain white blank file icons. if they're not, you will need to either obliterate them using P4A or just delete them regularly and submit their deletion. I would personally recommend obliterating because they should have never been in your repo, but obliterating can be kind of a scary op when you're new.

#

changes to your ignore file are not retroactive to existing controlled files

pliant axle
#

i'll keep it in mind for later, atm it suits my limited needs. i just wanted to make sure there wasn't a branch swap optinion in the plugin i was missing, and i'm guessing not if it's fairly limited.

woven sluice
#

personally I would consider branch swapping a fairly major op worth closing the editor for tbh

#

since it will probably usually require recompiling, you'd often have to close anyway

young thorn
#

@woven sluice The only intermediate folder in the perforce was the plugin one, I removed the plugin from the depo and its all working good now

young thorn
#

I accidentally managed toi make the workspace like this

#

how do I fix it

woven sluice
#

UI bug? wow I've never seen that lol

shrewd shore
#

how do you guys git an engine plugin from marketplace?

#

copy it to project's plugins?

cyan jay
languid escarp
#

is there anything beside git lfs prune and git gc for cleaning up git repos?

merry verge
#

there's the BFG for deleting files entirely (including from history)

#

i think that's what its called

#

I have no idea how it interacts with LFS though.

languid escarp
#

um I'm just looking for the standard maintenance functions

merry verge
#

you didn't really specify ยฏ_(ใƒ„)_/ยฏ

#

that's basically it afaik though

neat grotto
#

My client is having an issue on Windows where this GitHub login prompt (I think it's spawned by Git Credential Manager) keeps spawning and won't go away, even if every other app is closed.

#

And even if he enters the correct credentials.

#

Anyone have insight on a potential cause for this?

young thorn
#

What files do I have to include in my perforce repo, so that my designers won't have to build the project in order to open it?

#

any suggestions appreciated

cyan jay
young thorn
#

I heard that it makes it harder to debug things but it'll work nonetheless

cyan jay
#

They're not required, but if you include them and the editor crashes it will generate callstack

young thorn
cyan jay
#

Do you have typemap setup to only include 2 versions of DLL and pdb files?

woven sluice
#

(And note that changing your typemap, like changing your ignore file, does not apply retroactively to files already in your depot, you'd need to go manually change those files in p4v now)

woven sluice
#

man I'm such a dunce. been using streams wrong for a year, never noticed/learned about the "Ignored" panel in their settings... I've been manually using exclude to remove specific binaries folders from a stream instead of just putting Binaries/.. in the ignore panel

north swan
#

Why does this keep happening, without fail, on trying to commit & publish for the first time?

woven sluice
#

i'm not a git guy, but... how large is your largest file in this push? are you aware of the 100 mb limit? are you using LFS?

north swan
#

I've never touched this program in my life and I'm trying to share my project with a collaborator after having just set up the source control based on a video tutorial from 2018. ๐Ÿคท

#

When you say 100mb limit, do you mean my entire project file needs to be less than 100mb in order to share it?

woven sluice
#

(hoping someone who does GIT will show up but) no, github has a policy IIRC if any file is > 100 mb the push will fail

#

I think it's one of the common reasons why people occasionally show up here with odd nondescriptive errors like that

#

@north swan bonzi

simple remnant
simple remnant
north swan
#

I honestly have no idea what I am even doing, lmao. If I am understanding correctly, I'm uploading my project to an online "locker" (github repository) that collaborators can access so we aren't like ... trading massive files every time someone changes something in the project.

#

I am not sure what you mean then, when you say there is 100mb limit for files, but that UE4 source itself is 4GB.

woven sluice
#

git is a version control system, you may want to find some introductory videos on that topic maybe

simple remnant
woven sluice
#

and I think you will also "need" LFS anyway if you're collaborating (I think it's the only way to get file locking in git). plan to spend a few days learning

north swan
#

Well, I do not know what exactly fixed it, but I made a fresh project with only Horror Engine and that was able to publish and everything just fine

#

Thanks for the tips though! I will look into this as it seems it will be important for the road ahead in working with other people in a single project

north swan
#

Oof, this happened quite literally as soon as I made some simple changes and imported SFX into a new project. What gives?

north swan
#

I don't really understand how people are supposed to collaborate on anything when the amount of changes I can make is so heavily limited.

#

Like, the moment I add pretty much any outside content to my project, it's screwed. ๐Ÿคท I just

north swan
#

@jolly fog Now it just says I can't do that because I don't have git installed. Lmao which I know I do because setting it was necessary to run github desktop

#

Is there something better? I have never used anything like this and only started using it at a programmer's recommendation

#

I mean I already have git installed

#

๐Ÿคท

#

Not recognized as internal or external command, operable program or batch file

#

Does git need to be installed on C drive specifically?

#

lmao it's in a Program Files which cannot be recognized by this prompt because it has spaces

#

my god, what even is the point of this

#

Ugh I am awful at this. Lol. Ok. It is doing the same through the prompt now.

#

it's just hanging at writing 91% ๐Ÿคท same thing it always does before it fails

#

How can I check this?

#

On last line it says 573MB

#

I don't even know what that is :/

#

Which is why I came here because in case you haven't noticed ... I'm a bit out of my element here

#

lol

#

oh jfc I just want to share files with someone ...

#

I appreciate the help regardless mate

north swan
#

Oh my god. Lmao

#

How can I just ... delete the entire connection with Sourcetree and start over with a whole fresh new deal?

#

I've had an entire shift of sleep and I am still incredibly pissed off by this nonsense.

#

I've also lost two entire builds of my project so someone please ... make it make sense ๐Ÿคท

young thorn
#

I know this is asking a lot, but can someone educate me or link me to resources on how would I go about setting up a workflow for my team to work off of perforce?

#

Details are:
Around 7 people on the team
Will have to package dedicated server
Will have a few code plugins

#

I am really struggling with getting everyone working together smoothly

#

I've been trying to get this setup for 3 days now

lean prism
#

Don't upload intermediate / binaries / saved, you can use a P4 ignore file so they dont get automatically uploaded

#

Have plugins in a folder as part of your project,