#source-control

1 messages · Page 59 of 1

woven sluice
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tell moldy to find it and revert it in p4v

stuck cape
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ok cheers

dusky sphinx
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hello i have a probleme a person of the team leave it and he has check out some files and i would like to stop the checkout of the other user is it possible ?

stuck cape
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Can anyone help me please? Me and my team are having some serious Source Control issues and really need them fixing ASAP.

regal grotto
# dusky sphinx hello i have a probleme a person of the team leave it and he has check out some ...

Sure.
a. Use a more adequate VCS that doesn't have such issues at all.
b. Contact tech support of the VCS you use. This channel is dedicated to unreal engine-related source control discussion. And no, the fact that you used unreal engine during the time when that person left your team doesn't make it related.
c. Use google and click the first link that gives the solution: https://stackoverflow.com/a/19362059

stuck cape
woven sluice
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are you still dealing with Moldy having that file checked out?

stuck cape
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No, we thought that was the issue, it wasnt. For some reason he cant save anything he has edited

woven sluice
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you realize this isn't a whole lot of info for anyone to go off of...

stuck cape
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Sorry

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So every time he edits a file on his version of the build it works fine, but when he goes to checkout and submit it. It gives him an error saying "failed to save file" the same error you usually get when you have two Ue4 editors open. He does not have any open other than that of the project. We saw online that if we untick the Read Only option in File>Preferences in Windows Explorer, that this fixes the issue. When we do this, we can save it but we have no options to check out or submit it. The only way we can save, check out and submit something is by keeping the Read Only ticked, but then we get the failed to save error

woven sluice
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failed to save in UE? in something else (visual studio)? have they actually connected UE to your perforce server?

stuck cape
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Unreal, and yes its connected to SC.

woven sluice
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have they tried rebooting just in case there actually is a shadow instance of UE running in the background?

stuck cape
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yep

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I can tell you, right now its extremely frustrating, it just does not want to work

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But its only him

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I can do whatever in UE4 and its fine with SC

woven sluice
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I would (almost) bet money that it's just a misunderstanding/lack of knowledge issue though. if they "manually" check out the uasset files in P4V then can they work as expected inside UE and then submit a changelist in P4V?

stuck cape
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For it to show in P4V they have to check out and submit in engine. right?

woven sluice
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no?

stuck cape
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Oh... so you can save the project without it needing to be connected to SC and just check out stuff through P4V?

woven sluice
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yes, technically you can use unreal and perforce without doing anything perforce-related in Unreal... but it would be a terrible and annoying process. the built-in perforce handling in the editor is there only to make everything nicer

stuck cape
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Yeh thats what I thought. I just dont understand why this is so messed up

woven sluice
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too much broken telephone game tbh. my guess is with a few screenshots from them showing their files in UE and in P4V, and of any/all error messages they're getting and a description of when, and this would probably be solvable in a minute

stuck cape
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I messed up all the project files earlier. How do I reset the Depot with the correct files using a revision?

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For example. In Revision 16 all the files were fine but in revision 30 they broke. How do I revert the depot to R16?

woven sluice
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right click on a file, files, or folder, and choose "Undo Changes" ... i've only ever used it like once, you'll have to study how to use it

stuck cape
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Ok cheers. I will get back to you when the errors pop back up, right now I have to revert the depot back to a stable build. Once done, tomorrow when my coworker returns I will send over any errors

alpine sorrel
humble wadi
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Hello all, Im connecting my personal project to perforce and Im curious if I need to make a new User and/or Workspace for my project

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I already have a User and Workspace set up for the studio I work for. Though thats the only project ive ever connected to it

simple lodge
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If you are running a different server, yes you need a new user

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if you are on company server then you can make new depot + workspace and give your user perms

timber eagle
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Is there a trick to getting Perforce to work properly with adding Plugins to the project?

simple lodge
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As long as they arent getting hit by an ignore rule you should be fine

timber eagle
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Awesome, thanks!

ornate willow
stuck cape
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So I got annoyed with perforce constantly messing up. I am using DigitalOcean for the Droplet. What SC can I use with it that is free and good? and how do I set it up? I have searched all afternoon for a decent tutorial and I still dunno what to do.

simple lodge
stuck cape
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What software do you use with GIT? all I get is a console command menu and thats it. how do I see an interface likeperforce

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@simple lodge Do you know how to set it all up? Please I am desperate at this stage, I dont wanna shut down my project.

simple lodge
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Sourcetree is free and usable

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or you can use tortoise/gitkraken or a 100 others
Git UI choice is a personal thing, members can use whatever they prefer

simple lodge
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What problem are you having with perforce tho, perforce is the least technical for artists

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Git has a relatively steep learning curve

stuck cape
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I just wanna know how to host Git on a DigitalOcean Server so I dont get the 1GB limit barrier

simple lodge
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Ill give you the cheat method;

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install gitlab

stuck cape
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gitlab needs to be paid for though right?

simple lodge
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but if you have issues using perforce, you are likely to have a lot more issues using git

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CE is free

stuck cape
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I wanna use perforce but its not being friendly with my members

simple lodge
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define friendly?

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If they are struggling with perforce, they will probably struggle more with git tbh

stuck cape
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he cant save edited files so therefore cant check them out

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I can do everything fine

simple lodge
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that sounds like a workspace setup issue on his end

stuck cape
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but he cant

simple lodge
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or a permissions issue on the admin end

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@woven sluice Knows waay more about perforce than I do tho

stuck cape
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he had admin rights

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yeh he was helping me

simple lodge
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But for git, install Gitlab-CE make a repo, add ignore and profit

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Id say git is arguably less simple to use tho

stuck cape
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Ok back to perforce I go then

simple lodge
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(I love git, I use it primarily for UE4 work)

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I just realise it has caveats

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its a bit less artist friendly

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I mean, maybe you should spin up another DO droplet

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try out git

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see if it works for you

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its free, and all it takes is a couple hrs

alpine sorrel
simple lodge
stuck cape
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@simple lodge Have you used perforce or at least know how to use it?

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@simple lodge @woven sluice Could I get one of you guys in a call once the depot is set up so If the problems we were having before arise again, we can fix them together?

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It will be a couple of hours yet until its ready but I will ping you, I would really appreciate the help, I am so stressed out right now.

simple lodge
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I'm pretty rusty as ive been working with pretty much soley git since 2016

karmic meadow
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My friend and I are using PlasticSCM. I have set up the ignore file and pushed it to our repo. However, whenever they add their changes, it is also including the Intermediate folder, as well as his Saved folder. Same with DerivedDataCache and some folders that were excluded in our Plugins folder. Does anyone have any idea what could be causing this?

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I followed this guide from UE as a reference

simple lodge
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sounds like the ignore isnt properly setup, but no idea what it should look like

karmic meadow
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That's what I thought as well - but I triple checked it. I don't believe they are just adding it manually either.

simple lodge
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Do you have to activate the ignore?

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(I dont know plastic so)

hot moat
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Oh thank god there's a Source control channel here.
I'm using Perforce and trying to get the state of my repo at a particular revision. I've tried "Get Version..." but it seems to be ignoring file renames (e.g. I renamed A.cpp to B.cpp in revision #5, but if I get revision #1, the file is still named B.cpp)
Does anyone know what I can do to cleanly get the state of the repo at a revision?

merry verge
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I believe you can do so by syncing the whole workspace (or subdirectory, or whatever) to a specific changelist

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something like p4 sync @12345

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there should be a way to do it in p4v though...

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Get revision with a changelist specified should work like that.

strange helm
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Am I missing something obvious to do merges with git? I was told UE had a uasset merge tool for blueprints?

But the editor seems to just skip loading it and I see nothing in the content browser

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Git made me this in the filesystem, but guessing UE4 wants it provided a certain way?

version https://git-lfs.github.com/spec/v1
<<<<<<< HEAD
oid sha256:c0ad7c91b20f0edfbed3bc251350c41a5243f6e674023dd70b21a63c969a277a
size 884137
=======
oid sha256:5f54f1161c7e49da347939ef2e5d7b68ec775eb3e851a4146d677407c199a1dc
size 778194
>>>>>>> remotes/origin/GitTesting
hot moat
bitter glacier
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Hi everyone! I would like to ask you for a piece of advice. I have 2 Unreal artists working from home in different parts of the world. Not sure how to solve project access for them. I want it to be secure and avoid keeping whole project data on their workstation, considered maybe setting up could storage like Amazon S3 so they can mount it as a drive.
Or maybe it's better to go with a solution like Plastic SCM? As far as I understand there is an option to keep the project in the cloud without cloning it locally?

woven sluice
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Are they unreal artists, or just artists? If you want your project to remain secure, the answer is simple: don't give it to them

bitter glacier
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They are unreal artists who need to do work in unreal. It becomes a big issue when they start to need to do some level/environment work. Looks like they need to have access to the whole project.

merry verge
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There is no option where they cannot download the project. Trying to mount a remote drive would be so incredibly slow as to make their work painful, and they could just copy the entire thing locally if they wanted to steal it anyway.
The most you can do is restrict what files and folders they have access to, but you'll still be limited in what you can restrict without entirely breaking things for them.

#

Either they don't need access to Unreal at all and therefore don't need access to the project, or they do need access to Unreal and they will be able to download all the files they have access to.

woven sluice
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Legal forms are your "protection" here. That and/or possibly your project having enough proprietary stuff in it that it wouldn't be worth the effort for anyone to steal it

iron bronze
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Yep, you could also prevent them from getting source code by supplying custom binaries for your project. Setting up UGS would be the easiest way to do so

bitter glacier
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seems like there are some cheaper solutions like https://shadow.tech/specs I've never used service like that, wonder if that could work

simple lodge
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Assuming you want the latest change it would be

#
version https://git-lfs.github.com/spec/v1
oid sha256:c0ad7c91b20f0edfbed3bc251350c41a5243f6e674023dd70b21a63c969a277a
size 884137
strange helm
# simple lodge its an LFS pointer

Yes, but for the editor to compare them and show me the differences? e.g. for a file that is not conflicted in content browser I can go source control -> history and for each BP function etc,. it can show me something like this:

#

But for a merge would be 3-way I guess, the thing on the current branch, the thing on the branch I am merging, and the thing I am making in the working copy

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oh.. apparently I am blind trying to read the plugins documentation (which doesn't seem to have a merge guide?)... "#47 Git LFS conflict resolution not working". I'll go try make a test repo without LFS later see if something different happens

simple lodge
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Well you cant really one click merge binary assets

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you can diff them, then copy pasta the changes in

strange helm
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(like this text one from the tortoise manual)

simple lodge
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You can diff in editor against depot with the lfs2 plugin

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but the inbuilt basic non lfs one doesnt have that iirc

strange helm
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but maybe in the fine print the plugin is saying LFS doesn't work, so ill try a repo that isnt LFS enabled

stuck cape
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@woven sluice @simple lodge Either of you guys available at the moment to help me and my team member sort out perforce real quick?

brisk patio
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anyone here uses helix core?

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@ me

stuck cape
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1st thing, does my colleague need to "get Latest" or "Clone" the Depot files?

stuck cape
brisk patio
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me and my friend are gonna be trying to use helix core to collab with

stuck cape
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but I ain't no expert

brisk patio
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thats fine cause we tried subversion but couldn't find the downloads or to find a way to get it to work since we watched an unreal engine youtube video on version control fundamentals

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and we were just straight up confused so we googled and found helix core and just wanted to try it out since we don't have any other ideas

stuck cape
brisk patio
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is digital ocean free unless i want more stuff @stuck cape

stuck cape
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You can get a $100 sign up bonus to use for 60 days. Its only $5 a month unless you want more space. I pay $10 a month for up to 50GB space

brisk patio
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damn i don't even have a job to keep paying for all of that

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even if its 5 a month

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but i will have it bookmarked

stuck cape
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yeh the only downside for this is the server hosting. You can do github but it has a 1gb limit,

stuck cape
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Can anyone help me and my colleague sort out our Perforce server for our UE4 project please?

woven sluice
brisk patio
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My friend is having problems with not being able to delete these files to continue this tutorial for helix core that we are doing and we can't figure out how to make a new workspace to get rid of all this

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makes sure to @ me

woven sluice
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I'm guessing you guys have done something super messed up, but I don't have any idea what. I think those are perforce server files. Like the only way I can imagine getting this would be if you created a perforce server, and then created another perforce server inside of the first one and added the entire second perforce server into a depot of the first one... ???

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@brisk patio

brisk patio
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it doesn't seem like it cause i followed the video to a T but my friend somehow made a mistake somewhere and it just showed like a bunch of this and he has no way to delete the files and im trying to find a way to add him to my server but i don't know how to make a server of my own do you have any ideas or videos? @woven sluice

woven sluice
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the super basic/simplified process is supposed to be like:

  1. someone installs the perforce server onto a machine and makes it run, they are the server administrator and should create the admin user
  2. the server administrator creates user logins for other people
  3. other people log in to the server and use it (create one or more workspaces, and actually work on things)
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IDK, if you search this channel for videos you'll get a few more video links I think?

brisk patio
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anyone able to help me with this problem cause im just downright confused and im currently looking at the pins but i've already setup the server but still don't know how to add a friend to my server and having problems with unreal engine not allowing source control to work

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i need hands on help instead of written cause im just confusing myself on something i don

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don't know how to do*

simple lodge
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Open the administration tab in p4v, then create a user and set permissions

neat stag
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so looks like according to p4v that one my friends checkedout the .uproject. And it's complaining saying: "couldn't set association with project, check if project is writeable" when i try to open the .uproject

Is this happening cause it's checked out by him?

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and is there a way for me to open the project even if its checked out by him? What's srange is that I can still checkout the file though

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and open it that way, but will that cause any conflicts?

brisk patio
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i already made a user for my friend and just set the permissions for him but how can i get him to be able to join the server itself @simple lodge

simple lodge
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port forward, open firewall and give him the ip?

brisk patio
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how do i port forward and open firewall and am i suppose to give him my ip cause i don't know what kind of ip i can use

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anyone really knowledgable about perforce (helix Core) than can invite me to a call to show me how to give access to a friend words can't help me im slow T_T

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how do i respond to a request to access my server @simple lodge

simple lodge
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no idea - are you using the inbuilt one or something on perforce windows?

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way ive always done it is setup server, open requisite ports and provide the ip

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Im also far from a perforce expert these days

wind gazelle
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@icy jungle you can install GitForWindows,
right click on your project and "Create Git Repository here".
add git ignore from some ue4 template
do initial commit
enjoy local source control

for nice GUI use TortoiseGIT or something similar

simple lodge
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git central in editor is surprisingly good

regal grotto
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but will you get fork source?

also, your "everywhere" doesn't include linux for some reason.

simple lodge
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its 100 bucks for everyone in the company, really not that bad

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I never use it, I use command line all the way

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But it makes my art peeps very happy

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devops is about removing obstacles, if my art folks say that ST is an obstacle to them then I look for ways to remove that obstacle

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I want developers (including artists) developing, not fighting with tools

brisk patio
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so me and my friend are just lost on perforce so we were thinking about trying out github or subversion cause we can't figure out how to use perforce anyone have anything to help us with these two things

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we also would love to have an expert on these to help us through the whole thing instead of links

woven sluice
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are you using a classic depot or streams depot?

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classic depots are kind of retarded with how the mapping works and it's easy to get it "wrong" and put your files in the "wrong" spot and then this happens. I used to manually edit the workspace mapping. IIRC you can remove an extra subfolder from the text mapping

simple lodge
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That said, if people struggle with perforce, git is likely to be a whole heap of pain

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Getting git to run really well, with a good workflow, is a non trivial task

brisk patio
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than me and my friend would like hands on help to know how perforce works cause i can't get him to join my server

simple lodge
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As I said, check firewalls and port forwarding especially if its on you local network

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if its on DO, its likely a configuration or user problem

brisk patio
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do you got any sites i can look at about firewalls and port forwarding on how to for perforce?

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@simple lodge

analog lodge
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Heya,
Quick question about Perforce typemap, also posted on the perforce forum, but maybe someone here knows as well...

We´re working on a huge Unreal job with tons of big assets, so in order to safe on serverspace, I added the following line in my p4 typemap:

binary+S3 //....uasset

Unfortunately I didn´t realize that there are some types of .uassets where we want more revisions, like for example the level sequence.
This isn´t a file, so keeping many revisions doesn´t matter much regarding server space.
But it also can have way more changes than lets say an 8k texture .uasset.

the question now is:
Are there other options telling perforce to only keep X number of revisions for binary files other than fileending (in this case ".uasset"?
Could we have a typemap with

A) "only keep 3 revisions of files larger than 500mb"
or
B ) "only keep 3 revisions of .uassets, UNLESS they start with the prefix "S_"?

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Oh, and another question.

I don´t quite get how the typemap works on the server.

If I log in as User a, open cmd and type "p4 typemap", I get one typemap.
If I log in as User b, open cmd and type "p4 typemap", I get a different typemap.

Is this how its supposed to be?
Do I need to add the typemap somewhere else (preferrably in the visual p4admin tool...)?

woven sluice
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  • you can specify paths as part of each entry. if your project is organized such that a specific set of special files only exist beneath certain subfolders, you can use different typemaps for the filetypes under some parent folders (the typemap is processed top to bottom so add "overrides" like this below any general entries
  • likewise you may (??) be able to specify a more explicit file pattern (may be possible to do something like //.../S_....uasset ??) otherwise I don't think there's any other options... just guessing, if you're very good at scripting you might be able to set up a commit trigger that would somehow trigger on submission of any certain file type, and then manually check the file and commit a new change to its filetype immediately after. I'm not sure if I'd want to try all that myself but it might be doable
  • p4 typemap should always be applicable for the server (doesn't matter if you run it as an admin user locally, or run it on the remote box via ssh, etc), not sure why you would see different ones unless you're actually connecting to a different server (did you accidentally install a local "personal" server on another machine and could be accidentally connecting to that with the alternate user?)
analog lodge
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Ok, lets say I save all levels in a "map" folder and want them to have infinite revisions.
How would that look like?

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And is that overridden by the general rule of
binary+S3 //....uasset

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?

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I´m sure I connected to the right server on the other computer though.

woven sluice
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it says it in the docs, the typemap is processed top to bottom so add "overrides" below any general entries
Probably want binary+l //Map/....uasset

analog lodge
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and binary+1 tells it to not limit revisions, right?

simple lodge
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I do think you should be careful with arbitrary discarding of files tho

analog lodge
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What do you mean?

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Also I get an error with binary+l //Map/....uasset

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"Invalid filetype modifier"

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Okay, I changed the line to
binary+S512 //...Maps...
Now any asset in a folder named "Maps" should have 512 revisions

woven sluice
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sorry, that's not a 1, it's a lowercase L

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english ¯_(ツ)_/¯

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to set exclusive file locking

analog lodge
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Ah, okay. But my method should work nonetheless...?

woven sluice
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yeah, S512 should keep 512 revisions ( 😄 )

note that the typemap is only read and applied when you commit new files. existing files need to be changed manually (or there might be some way to process the depot and batch apply it to existing files, I'm not sure)

analog lodge
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Oh no...I don´t know how to change that for files manually...:(

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Guess thats how...

simple lodge
woven sluice
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lol. it just bears the obvious result: one day you will have some bug and want to go back in time to figure out when it started, and you might find that the last "working" copy is gone. I've been keeping a very short history during early alpha dev, and am about to lengthen it as our project grows more mature and complex

simple lodge
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and realistically that stuff only has to be stored on the server with p4

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so its only one set of drives

regal grotto
regal grotto
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I saw one game that used svn (and was not doing backups). And they once tried to upgrade server to newer version (upgrade process required conversion of all servdr info). And then discovered that they can't because couple of internal server files gone away. And now it is 2021 outside, but their server is still on svn 1.7 from somewhere around 2011-2012 and they're stuck with it forever.

simple lodge
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but the concept is just uhhhhhhhh

simple lodge
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if they have someone capable

regal grotto
# simple lodge Im sure its fixable

well, the file cannot be recovered from anywhere. they can edit the history to wipe away info that this file ever existed back in those old broken revisions. or wipe away history up to the moment where file is no longer corrupt.

simple lodge
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it can be rebuilt

regal grotto
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Okay, here you are some crazy stuff: https://github.com/bozaro/git-as-svn
It sits on top on Git repository (either raw or GitLab or Gitea) and pretends to be SVN server so that non-tech content guys can keep sanity by using their normal "update, edit, commit, repeat" workflow, while others still have all the power that Git can offer.

The project is almost 7 years old (holy crap, am I getting old too?) and is extensively used in several game studios.

Note: apt-get repo is currently broken (bintray, I'm looking at you), so you would need to download deb files from GitHub Releases.

GitHub

Subversion frontend server for git repository (java) - GitHub - bozaro/git-as-svn: Subversion frontend server for git repository (java)

simple lodge
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Im using it for one thing

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well "using"

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I used its code as a framework to build my own thing

naive thistle
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So I use git for many other non-gamedev projects and so far have just been using Git with Git LFS for my UE4 projects. It seems to be working out fine but I just wanted to research my options. I'm looking at Perforce - are there any real major benefits to switching to Perforce as a solo developer?

simple lodge
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If you are comfortable with git, not really. its a bit easier for non code folks (perforce), and has some other bits which help in teams

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but beyond that its a bit of a wash
sub 5 users is free for perforce tho, so you could try it out

neat stag
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How are u guys going about storing your assets?

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in the source control itself or separate?

rotund bobcat
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with git we had normal git for code and stuff, git lfs for umap and uasset stuff and an svn for raw assets

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now with perforce there's just 1 repo but split in 2 for all engine content and one for raw art

neat stag
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yeah cause we’re noticing a big lag when trying to push changes from editor when using perforce, wasnt sure if anyone else experienced that or had a work around when pushing assets

neat stag
rotund bobcat
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what no

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cause the things you use in engine are already transformed to .uasset files

neat stag
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oh ok, sorry lol new to unreal still haha

simple lodge
neat stag
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so im not sure if this is just expected, or if what we're doing with our assets is best practice as in if we should be pushing them somewhere else

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like google drive or something for our assets

simple lodge
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source control is the right choice

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but maybe you store raw assets in a diff repo and push with p4v

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the in editor one is likely to be slow due to how UE4 handles file syncs

tranquil walrus
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I didn't used to have trouble, but lately whenever I diff a blueprint using the 'diff against previous version' option, ue4 locks up and eventually crashes. I'm not sure why, happens with all blueprints. Any ideas what might be causing that to suddenly happen?

simple lodge
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size or you added/rmoved a plugin?

dusky badger
#

Hey guys, myself and a friend just set up a Git repository today (he set up the master file and granted me access) when i go to clone it (using a URL through the git desktop app) it promptly displays the above error message. I've been through all the troubleshooting bar ssh. can anyone help or have any idea what could have been missed? disclaimer i'm evidently new to git repositories

simple lodge
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You might need to use an access token

dusky badger
ornate willow
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i've never touched SSH with git+LFS, https so so much easier. check out sourcetree for an easy GUI git client, and use Azure DevOps for free unlimited LFS storage on your git repos

simple lodge
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You shouldnt use SSH for lfs

regal grotto
simple lodge
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which makes it slow

regal grotto
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And no, lfs files are only transferred over http currently. git-lfs only uses ssh to obtain auth token via git-lfs-authenticate.

simple lodge
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I was talking about on windows 🙂

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it triggers a re-auth, then transfers over http for each file

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meaning its sooooooo slow

regal grotto
simple lodge
#

lfs might but gitalys implementation didnt as of last? year when I checked it

regal grotto
#

but we were not talking about gitaly!

simple lodge
#

I said most implementations

#

I havent gone back and re-tested something as its not really important to me given https works fine

#

I think gitaly is still the most widely used git backend (outside of GitHub)

#

There was another one I tested that had the same issue (was a new implementation written in go)

regal grotto
#

wait, gitalys? what's that? i know github, gitlab, gerrit, gogs and gitea.

simple lodge
#

Gitaly is the backend thats used by Gitlab

#

and a few other things

#

but you could also run standalone if you want

regal grotto
#

okay. gitlab supports batch lfs.

simple lodge
#

over ssh? (where it auths)

#

fair enough, honestly I haven't paid that much attention to something that doesnt work for my use case

#

From gitlab:

Credentials are always required when pushing an object
With 8.12 GitLab added LFS support to SSH. The Git LFS communication still goes over HTTP, but now the SSH client passes the correct credentials to the Git LFS client. No action is required by the user.
Git LFS authenticates the user with HTTP Basic Authentication on every push for every object, so user HTTPS credentials are required.
#

hence my comment about re-authing each file

regal grotto
#

Really, try git config --global lfs.cachecredentials true.
We're using that in a game studio of ~200 people for several years and are pretty happy with lfs performance.

simple lodge
#

last time I tested it was significantly slower than just cloning over https with an access token

#

would have been sometime in late gitlab 12 I think

regal grotto
#

You need just a single ssh connection per git push/pull to obtain auth token. That token is then used for all lfs talk during the operation. Even on the slowest OS in the world (windows) that takes about 0.3s.

simple lodge
#

Yup, im familar with the concept

#

It was ok on linux, but horrible on windows when I tested

#

I'll test it at some point again, but im still unlikely to tell people to switch

#

Maybe with 3.0 and native support it will be interesting

regal grotto
#

Things were worse. In older days, there wasn't batch api, so git-lfs made a http request per file. There wasn't credential caching, so git-lfs did ssh connection per file. There wasn't git filter api, so there was a new git-lfs process per file. But we're in 2021, where all of this stuff is implemented and working.

simple lodge
#

If you want to recommend people go use LFS with ssh feel free...

#

I'm going to be conservative for the meantime

regal grotto
#

I want to say that "neither ssh not http connection per lfs file is not true as of today". And that's it.

simple lodge
#

I think you should put not true in some cases

#

but if you need to make sweeping statements...

regal grotto
#

And I don't recommend people to use Windows :)

simple lodge
#

Well cold hard truth is most development for games in most studios is on windows

#

It might well work brilliantly on Linux as of n time ago, but as I said, when I last tested on windows it decidedly didnt and im not going to mandate/recommend something that might be ok, or is likely much worse - at best its going to be similar to HTTPS, but with more steps to trip up art teams

tranquil walrus
# simple lodge size or you added/rmoved a plugin?

was that a reply to me? No. I haven't added or changed any plugins. Size.. are you talking about the project or the blueprint? Even small blueprints which haven't had many changes cause the lock up.

analog lodge
#

Hey there, just coming back to my previous topic about level streaming/perforce.
Working on some linear content project using perforce for source control.
Small team, trying to split up our levels into geo/light/cinematic, so we can work on it parallel.
All sublevels of the persistent level are set to "always load".

I´m still a bit uncertain about the workflow.

#
  1. Someone working on the "geo" level would just check that out.
  2. Then open the persistent level, so light/cinematics are streamed in.
  3. Then make the geo level the current level and work in that.
#

Question 01:

#

When changing the "locked" status of the other levels (to avoid accidentally moving stuff around etc)...does that trigger a change in the persistent level?
I´ve been asked a few times to check out the persistent level, when testing this workflow and I´m not sure what triggered it.
And if so...can that be safely ignored?

#

Question 02:
Right now I only have the global postprocessing volume (where stuff like lumen is set up) in the persistent level.
Does that make sense?
Or should I also add other stuff like the level sequence into it?

analog lodge
#

Yeah, we love danger...:)
Well, we just figured for linear content we should be fine...
I don´t quite get what OFPA does...
Does that mean I now have to check out every referenced actor in a level, if I work on that level?
Lets say I move just one tree around, does that mean I only need to check out that tree, not the whole level?
I want as little manual checkin in and out as possible, so I´d rather lock the whole geo level by checking it out, instead of single actors in it.

rotund bobcat
analog lodge
#

Yeah, I read that.

#

Still don´t quite get what it does, I´d need an example.

#

Lets say I have a tree stump in LevelA.
I wanna assign a new material in that level.
Without OFPA it would mean I´d need to check out the whole level to do that, with OFPA it would mean I´d only need to check out the treestump referenced in the level?
Or is it the other way around?
I mean, if I got user A working on the geo level and User B working on the light level...I just want each of them to only have to check out their respective level, I don´t care about single actors in it.

#

But again, I´m not sure I get it yet.

woven sluice
#

Oooo. Has anyone actually used this in 426? Is it feature complete enough / actually useful?

analog lodge
#

Hm, but I´d still have different sublevels?

#

It kinda makes sense, that the lighter could lock all the geo, so he wouldn´t accidentally move something for example.

regal grotto
#

WaterPlugin doesn't cook properly with OFPA in 4.26, so we have to still keep landscape and water in a single sublevel.

#

Though that was the single issue we hit.

#

For the record, symptoms of the bug: cooker cooks forever, saying it has 1-3 assets to cook left. Debugging shows that it gets stuck on UTexture created by WaterPlugin. Workaround: do not use OFPA for landscape+water and put them into a sublevel. All the rest level stuff can continue to use OFPA.

simple lodge
woven sluice
#

Thanks!

mortal hamlet
#

Heyo! I'm running into some issues using Virtual Textures (UDIM textures for a character). We use Perforce for source control and Other users can't view the virtual textures properly, they end up glitchy like they aren't loading the proper tile sets even though they are fine on the authoring artists machine. Does anyone else have this issue? We had some that worked initially but now all VT's are broken when someone pulls from Perforce.

mortal hamlet
#

Heres an example of the effect.

#

And this is what the artists authored

queen mulch
#

@simple lodge coming from #packaging
I currently have a 26gb ue4 project on a free private repo on github; commit size limit is around 4gb; without LFS, can't have files >100mb on server, otherwise it's fine, so no it's not a 1gb limit

#

you might get contacted by github telling you reduce size / purchase a thingy

#

but I've never seen an instance of that happening in projects that I've participated on [that used git]

#

and as mentioned, the repo hard limit [from official docs] is 100gb

simple lodge
#

Fair, ive never used it - and afaik Azure devops had no limit on space, just users

#

I prefer to run my own instances of stuff - they are better than public ones

queen mulch
#

fair; private github repos are as private as github wants/chooses it to be

#

xD

simple lodge
#

Not just that

#

they have git settings that arent really optimal

queen mulch
#

~ah... that. Yeah

simple lodge
#

Also using git non lfs is a brave choice for a larger project

rotund bobcat
#

for any project really

simple lodge
#

We managed to completely break git in a weekend

#

(gamejam)

#

With lfs Ive done >5k commits (for a game project) and repo is still going strong

river tinsel
inland sapphire
#

I guess you can have data layers or whatever

#

but yeah with world partition the levels window is just blank

lyric root
#

Hey all, looking for a bit of clarification

Working in UE4, using perforce. Working well, mostly.

But when I make a change to a .cpp file or .h file on my end, after compiling and whatnot, those changes are applied to my game. So I submit my changes.

My artist friend on the other side receives the updated .cpp and .h files - all the changes I've made, he now has, but his actual game doesn't apply those changes.

Is he really required to re-compile the game on his end when I make changes to c++ files?

#

What are we doing wrong I wonder?

rotund bobcat
#

you need to sync your binaries to your artists if you want them to run up to date without having to compile themselves

lyric root
#

Thank you!!

regal grotto
queen mulch
woven sluice
#

a world without more hot reload is a world i don't want to live in

regal grotto
quiet grotto
#

I started working as a game developer this year. My new gig uses Plastic SCM and for some reason we are using a single branch for the whole project. I'm used to having my own branch, or making a branch per task, or a branch per feature. And then merge through pull requests to the main branch. It's really uncomfortable having a single branch, there's unreasonable expectations (that seem really arbitrary) when it comes to using Plastic. It seems really arbitrary whenever Plastic won't let you push (or check in), and the workarounds to be able to push seem just as arbitrary (like removing all your changes and do them yet again when you have the latest push to the one-and-only branch). I want to think this is because we're using a single branch between multiple individuals, and that using different branches would help us solve this nonsense. I could try to convince my boss, I'm pretty sure this is not how Version Control is supposed to be used. But I figured I'd ask more experienced people before I talk to him about the current mess we're working with. Any input is appreciated, thanks for your time.

silver token
#

@quiet grotto While I don't know anything about Plastic, I will say that sounds the same as the Perforce workflow I've always had to use. The only time my teams have branched is for deliverables (occasionally feature teams like MP). Is there no merge support? That's the Perforce solution to trying to check-in when you don't have latest. You don't have to redo anything, just sync to latest and resolve any conflicting changes. The merge utility is actually pretty good of combining non-conflicting changes. Files that can't be merged tend to be exclusive checkout to prevent you from getting into the situation in the first place.
How long have you been at this new job? Maybe it's not a mess and you just need to ask someone about how to use Plastic and other best practices. Of course it could also be a mess, but everyone working out of a single branch is not necessarily a problem. Though Perforce doesn't really make branches exactly easy to use either so there is that.
I recently read an article that talked about a big difference between a pull-request workflow versus single branch: trust. It makes sense to force a review step of any change some rando wants to make to your code base. But frankly it can feel a little insulting to do to co-workers you've (in theory) vetted in some way to forcibly review every change they're going to make.

quiet grotto
#

I guess it doesn't have merge support because things get messy if I don't have the latest push and I try to push my changes

silver token
#

Yeah, that sounds awful. I'm sorry to hear that. You've peaked my interest though so I may have to look into Plastic.
"have the latest push always" doesn't seem like a tenable situation. I've made plenty of large changes where in the time it takes to sync/merge/build there have been new commits that require a merge! But again, Perforce makes that relatively painless.

#

Gosh, the very first feature listed on Plastic's own page is literally "Branching & Merging". I find it hard to believe they'd only support merges between branch changes. Maybe someone else will come along here that know more about the details of working with it than I do.

chrome rain
#

Hi I am thinking if somehow we can host version using p2p based vcs.

#

basically i have my beefy computer ... which can be seeder.. and we have two guys working on a project

#

all of us working in separate files

#

I dont want to afford huge git repo yet.. project is now 12GB

woven sluice
#

@quiet grotto unreal uses binary asset files, so... approximately 100% of the project content cannot be merged

#

Make a git, perforce, svn, plastic, "something else" server... @chrome rain you can use whatever you like?

merry verge
#

git is pretty much the closest to p2p you can get with commonly used version control

#

"decentralized" isn't really the same but it's the closest you can get, something truly p2p doesn't really make sense.

simple lodge
#

@chrome rain You can host perforce/git whaetver on your computer and do port forwarding and all that jazz. I dont really recommend it but its should work just fine.... Or you can get <5 users free on Azure devops/run your own p4 instance for sub 5 users on a cheapo cloud vps.

muted gulch
#

@jolly fog I got system git installed 😄 64-bit because embedded 32-bit is wtf

#

But yeah I think I need to setup SSH.. all my troubles from there

#

Ah yeah got that installed too

#

Need to use PuttyGen first right?

#

Oh it's gone forever 😄

#

It's the public one you paste into Git right?

#

Oh wait

#

doh

#

@jolly fog Hmm...
FATAL ERROR: Couldn't agree a key exchange algorithm

#

(when trying fetch)

#

F

#

Oh that's annoying, I figured it would use the installed ones

#

Yep.. that was it

simple lodge
#

I am going to try and retest ssh vs https this week

muted gulch
#

That fetch is still running 😄

#

I know I haven't updated in a while but damn boi

muted gulch
#

@jolly fog I don't think it's working... was sat for like an hour

#

ran git fetch origin through terminal and it moans

#
fatal: Could not read from remote repository.```
#

Yeah. Okay this was odd, I edited the repository remotes because they looked like invalid URLS

#

Went to fetch again, this time I had to login via browser

#

But it's working now

#

Ah kk

#

This is what my URL's looked like: git@github.com:EpicGames/UnrealEngine

#

Putting the actual web address of the repo in fixed it

#

hmm

#

Ah yeah sorry, that was there too

#

Strange

#

Think my repo is just screwed. Says I'm already up-to-date even though I'm definitely not

muted gulch
#

I just nuked my fork, I've busted so many merges at this point it's a necessary evil 😄

#

Also made the mistake of making my changes in my own forked release branch, instead of a subbranch

#

Hard to really know the best way to make engine changes, both for PR purposes and then pulling them into local branches. I feel like a better way to do it is branch off of "master", do the change in that branch. Base my "working" branch off of "release", then cherry-pick commits from the feature branch built off of master.

#

but IDK

dusty wedge
#

Anyone can point me to the right direction to be able to share and work with two other coworkers on a project that is 200gb big?
Im looking for a straightforward solution like github, but that would allow for huge repos and pushes above 2gb but dont need to setup our own server. I tried using googledrive for this and, even though I was able to sync my local repo to the google drive, the other members cant sync it to their machines. The best solution for us would be to google to allow syncing from the cloud to several users (if anyone knows how to do that, please help). Any help is apreciated.

muted gulch
#

Perforce always my goto. Free for up to 5 users, just need somewhere to host it.

#

Anybody able to educate me on this "shallow" copy concept of Git?

#

I've clone the engine to my local drive, the .git folder is >10GB

#

I don't want full history on my drive, I only want that online.

#

Is that what shallow clone is for?

#

An is there a way you can force it to always use shallow ops?

#

TL;DR I only want the data I'm using on my drive, as with how perforce does it - and just treat GitHub like the server.

muted gulch
#

kk and that allows me to just keep only the latest state of my current branch on the local machine?

#

That's all I want essentially

#

right right kk

#

So would that be preferable instead of using the GUI in source tree and just setting depth to 1?

#

Kk and do I have to do anything special during fetch/pull/push etc to avoid it DLing all of that?

#

I noticed GitHub has a "fetch upstream" feature directly on the website now which is great

#

Should make keeping my fork up-to-date that much easier

#

To clone from command line is it CD x:/directory first then run clone?

#

Trying to work out the exact command.. something like this @jolly fog ?
git clone --filter=blob:none <https://github.com/blahblah/UnrealEngine/>

#

ah no <>

#

Right, basically just trying to avoid having the full history. Eats so much space

#

blob:none looks like all it avoids it binary objects?

#

rgr

#

ah kk

#

Ahh cool. What's the syntax for SSH?

#

just ssh://githhub/blah?

#

Nice.. 2.5GB total, I'll take that 😄

muted gulch
#

My genius plan of copying my old fork files into this new repository was not so genius though

#

80,000 files modified. Oops

#

Although they're all showing as unmodified, which is odd.

#

Should be 50 or so files showing up as changed

#

wah

#

@jolly fog is there a command I can run that will discard "unmodified" files

#

It's showing all the files I copied in as modified, but you click on one, and it says unmodified

#

I guess it's the timestamps throwing it off.

#

Wonder if I can force it to do a text-based comparison instead

#

Ah wait.. "show clean" I think might be it

#

nope

#

Ah nice. If I stage them, it does it. oof

mortal hamlet
#

If I'm using Perforce over a VPN is it expected to take more than a minute to do an action in the content browser? Say like creating, duplicating, or renaming a material.

nocturne yacht
#

Hi all, I'm trying to get my plugin sharing to work on two different machines. I've migrated all my plugins to the main game root and am getting no more errors... but now I'm getting an error saying that it can't find the actual module of the engine or built w/ a different engine version. My engine versions are the same, has anyone run into this issue before? Trying to see if I missed a module somewhere

#

I'm using perforce if that helps

#

And I have the .build.cs file in source on the other computer, but that computer doesn't have visual studio currently installed

thorn ibex
#

Considering the file sizes UE5 imposes when using high detail nanite meshes, what are some good alternatives to github that are good for big file size projects for teams? (paid is ok)

#

Normally id use gitlab and the like but since sizes are so big now, I don't really know what to use now.

#

the storage limit is too low

maiden charm
#

I've been wondering the same, I've been trying to just commit my project to a github repo but it's too big.

thorn ibex
#

There is an infinite one? Ive looked at the pricing and it doesnt mention sizes, but ive seen 5gb-10gb per repo

#

I get what you're saying, you're suggesting us to use gitlab but with our own self hosted server, as opposed to what they provide as it is too expensive, yes?

maiden arch
#

We use a self-hosted gitea for our game

#

works fine with lfs and all

thorn ibex
#

Alright so, what self hosting sites are worth checking out?

#

but we work within different countries, it'd be too slow.

maiden arch
#

we also are all over the world, we have no such problem

thorn ibex
#

Alright then how do i learn to make something like this?

maiden arch
#

if you are serious about your game/company you will have to get a dedicated server at some point rather than host it at home

thorn ibex
#

Ill give them a look, a lot of this will be setup and gone to the programmer of my team, so Ill be giving this info to him. Is there anything else I should know?

thorn ibex
maiden arch
#

I had a really bad experience trying to get gitlab to run on a dedicated server, it took ages and broke at some point

#

that's how I saw it as well

thorn ibex
#

We don't use one currently, tried to use github, wondering why he wasnt getting my project, to find their project sizes are much smaller than what we need..

#

Ok

#

Thanks for all the help, very useful

maiden arch
#

We used gogs for another project and it did the job, simple to install but not quite feature complete

#

gitea turned out to be less of a pain than gogs and decently featured

thorn ibex
#

What sorta features were/would you be looking for?

maiden arch
#

It really depends how much you expect the software to do for you

#

if you're looking for source control with issues, milestones and pull requests, gitea will do that

thorn ibex
#

I guess I just want it to update projects between us two well and work as a backup as well. Though I am not usually the one who set ups gits in projects, so I am not quite sure what features are often needed besides those.

maiden arch
#

if you want crazy ci/cd workflows you'll probably have to go for something more feature complete like gitlab

thorn ibex
#

Hmm okay, ill see then

maiden arch
#

it is a fork indeed

#

but a good one

thorn ibex
#

We're on completely different sides of the world, transfering a couple gbs per project update, usually local servers are pretty slow, how is this different?

#

Hopefully, alright

#

I see

polar bane
#

anbody know a solution for this. my asset wont save cuz of this.

barren otter
# polar bane

Exactly as it states. Are you working on a shared project?

#

If you are, you need to check it out from the project server. E.g perforce.

polar bane
#

the project isa git repo currently working on it myself

barren otter
#

I don't have much experience with git source control. But that message usually comes up if the file isn't checked out.
What I suggest you do is connect to source control. You should find the icon on the tool bar of the main editor window.

#

I don't know the process for git but it should be easy to follow the instructions. If you are successfully connected, right-click on that particular file, navigate to the bottom of the list and select check out

polar bane
#

Thanks I have tried that and it "successfully" did according to editor messages however still did not work. I am going to try to commit my changes manually and reboot the project to see if that worked

regal grotto
#

Git doesn't have the concept of "checking out" the file. This terminology comes from Perforce that disallows file editing until you explicitly tell the server "hey, I want to edit this".

polar bane
#

then how would i disable this feature within the editor

#

i tunred off source control and it is still happening

north silo
#

Sorry if this sounds like a dumb question. I've just setup git support for my project and now my project name is a yellow colour in the explorer in rider. Ik it goes different colours depending on if there are issues with git or not but does the yellow mean anything or is it just the game directory?

burnt creek
#

idk what's your color scheme, but I suspect it means {game_name}. vcxproj file is ignored, because it's generated by UE, hence it's colored yellow

north silo
#

ah ok that makes sense

#

i just lost a bunch of stuff from other projects so im just being careful 🙂

simple lodge
#

its entirely fine, but you need to know the quirks and how to design around its limitations

#

You can do nearly everything thats featured in teamcity in gitlab, but it requires a bit more skill at designing pipelines

#

Thats sort of true

#

Unity is what we use to torture our devs

#

Its a "cruel and unusual punishment"

thorn ibex
#

How do you sync paritioned worlds? It just appears as a black world on their screen

#

no matter how i check in

quaint obsidian
#

Just finished my rework of the UE4GitPlugin!

#

Made for LFS workflows

#

should be much, much faster than the main plugin

#

and also a lot more reliable

#

it also has usability and UX improvements

simple lodge
#

Will deffo have a look at that

quaint obsidian
#

upcoming, I want to add

  • offline support
  • support for more centralized workflows (remote state tracking). i.e, we can push without pulling, sync changes from individual files, etc, and track those within the plugin, on top of git
  • better UX for conflict resolution, on top of the already available Unreal Engine merge tools
  • history rollback (might be working already, need to confirm)
  • Git LFS cache pruning
  • Workspace checkout (using Git LFS pull filters), with dependency scanning
#

also open to any other suggestions or ideas

#

I am going to to try to include partial clone/sparse checkout support too (may forgo pull filters in that case), but this is only one piece of the puzzle where Git LFS solves the other part (the load of large files on Git's resolution algorithms)

open lynx
#

Hi! Does anybody use gitlab here?
I've accidentally pushed some heavy files, which got me close to 10gb repository limit.. Now i'm not able to push anything.. I've removed those files using Web IDE, but gitlab still thinks I have 10gb.

Is there anything I can do to make our team able to push again?

woven sluice
#

I don't use git or gitlab so I can't really guide you but usually in git deleting files doesn't delete anything. This seems like something there should be lots of info on Google for though

quaint obsidian
#

You have to do this by force pushing. Read tutorials on how to undo a commit in git, and there should be a guide for you

north silo
#

Sorry for a basic question. Im new to using github and source control. I've pushed my source folders with my new character classes but i've also made some blueprints and maps. When using Submit to Source Control through the engine everything seems good except i cant see that commit anywhere on my github repository. Is this being put somewhere else or is something messed up?

quaint obsidian
#

something is messed, try checking the output log for details

simple lodge
#

check how to remove files from full history

#

option b is force push to n-1 commits, then add your files - This is potentially dangerous though. In general I dont recommend re-writing history

regal grotto
north silo
# quaint obsidian something is messed, try checking the output log for details

I've just had a look and im getting this. rceControl: fatal: C:/Program Files/Epic Games/UE_4.26/Engine/Content: 'C:/Program Files/Epic Games/UE_4.26/Engine/Content' is outside repository at 'G:/Game Development/Unreal Projects/Project Files/DiscWar' its a similar message for many things mainly to do with packages. Don't know if thats got anything to do with my issue or not

#

Before the map that i made had the red symbol but now it doesnt have anything unless i move something and save it again.

#

then when i try to push again after making new changes i get this LogSourceControl: commit successful: [master ceb2c94] maps SourceControl: [master ceb2c94] maps SourceControl: 2 files changed, 0 insertions(+), 0 deletions(-) SourceControl: Commited [master ceb2c94] maps. AssetCheck: New page: Asset Save: multiple assets LogContentValidation: Display: Validating MapBuildDataRegistry /Game/Maps/TestingGrounds_BuiltData.TestingGrounds_BuiltData LogContentValidation: Display: Validating World /Game/Maps/TestingGrounds.TestingGrounds though still no change on github

quaint obsidian
north silo
#

aaah i see

#

So for the code i should be ok pushing through rider but for blueprints and the like I should download the github desktop app and push through that instead?

north silo
quaint obsidian
#

its all git

river orchid
#

anyone uses Plastic SCM with Azure?

north silo
quaint obsidian
north silo
# quaint obsidian just press push, it's already a commit

it will only submit modified maps. when i made the blueprint it looked like this, but checking the commit to source control it said there was nothing to commit. Saving the blueprint didnt change anything in ue4 and neither rider or the github desktop app say there are any blueprints to commit even though there is one there

quaint obsidian
north silo
#

maybe unreal just wants me to lose all my stuff again idk

north silo
#

nvm manage to get it working. Thanks for the help though!

warm minnow
#

Is the perforce p4 application somewhere in the UE4 install? I'm trying to connect to an SSL enabled p4 server and the connection dialog in UE tells me I need to use 'p4 trust' to allow the connection

#

(obviously I did try it in command prompt but p4 is not available there)

woven sluice
#

Perforce is a stand-alone program just like visual studio or anything else, are you just getting started with it?

carmine inlet
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If I have 250gb worth of a game to source control, what’s the best route over the cloud?

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Git, perforce, etc

simple lodge
warm minnow
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thanks :)

runic summit
#

Shaders keep compiling even if I cleanly shutdown the editor - I'm wondering if I somehow got something added to source control - can someone advise?

covert kayak
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Trying to setup source control on ue4. It'll say that it connected to source control but when I try to add thing's to the repository it say's that it was added but no changes are showing in github desktop or in the actual repository

simple lodge
covert kayak
#

it's fine now was just setup wrong

crystal estuary
#

Is there a way to submit to Depot only content that's been placed in the level? I don't want all content browser junk to be uploaded.

rotund bobcat
#

not unless you actually remove the junk afaik

regal grotto
crystal estuary
simple lodge
#

Import to dummpy project

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migrate just what you want

crystal estuary
#

people do that?

rotund bobcat
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if you really want to clean up yeah

crystal estuary
#

k thanks

ancient oxide
#

Does the main branch include UE5 source, or just the UE5 branch?

lament goblet
#

hey i keep getting this error with git lfs:

remote: fatal: pack exceeds maximum allowed size

I've added 50gb bandwidth and storage to git lfs, here is my ~.gitattributes.~

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can anyone lend a hand?

regal grotto
#

You're trying to push too big pack file. That doesn't include lfs, only pure git pack.

wooden pelican
#

can someone hop into a call with me to explain what i do after I published my project to the GitHub website?

quaint obsidian
lament goblet
devout walrus
#

Is it just me or does moving files with source control enabled crash anyone elses engines with a out of vram message?

jolly fog
#

Hello, I'm new with Unreal Engine and am looking for a way to upload my project on Github. Can anyone assist me?

simple remnant
jolly fog
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I have a github account and stuff, but I forgot what were the steps/commands lmao

simple remnant
jolly fog
#

... Never mind

simple remnant
# jolly fog ... Never mind

I mean, you won't get the answer you need if you don't specify the issue you're facing to begin with

That's just a rule of thumb of asking for assistance in typed chats, in general.

jolly fog
#

before I commit, should I add a .gitignore or is there one already set up with the project?

simple remnant
jolly fog
#

Is this a good template?

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@simple remnant Why not just upload the project without .gitignore? i know it isn't good practice for large projects, but it's 120mb

rotund bobcat
#

it isn't good practice full stop

simple remnant
rotund bobcat
#

you're pushing unnecessary garbage to your repo if you don't have an ignore

simple remnant
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I'm not going to judge if it's necessary for you.

jolly fog
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the only reason im pushing it to github is to just have it stored after i reinstall my pc, then i will delete the repo

simple remnant
jolly fog
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I can't upload empty files in them...

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It just ignores them

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actually let me try in another one

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alright. guess this works

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thanks anyways

simple remnant
#

On a semi related note:
Is there any clear documentation on GitHub's repo size limit? (NOT individual file size limit)
What I mean by repo size limit is theoretically when the repo reaches certain size that GitHub as the remote origin stops accepting commit pushes that increases the repo size beyond that limit.

rotund bobcat
#

recommended <1GB if you're over 5GB they will kindly ask you to not

simple remnant
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My repo hits 24 GB and no warning sent my way so far, commits still go through per usual.

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Thus I'm having difficulties believing the docs you linked.

rotund bobcat
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well they just say they might contact you if you have an impact on their operations

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idk

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the doc is literally from github so idk what kind of source you want

simple remnant
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I want an existing report of someone else tested through the GitHub's repo size limit, the hard way.

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The docs itself is too vague to my readings, and contradicts what happened to my own repo.

rotund bobcat
ornate willow
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Why in perforce am I able to open the project from the depot, WHILE the initial file transfer to my workspace is still at 4%? Am I somehow launching the project from the server?

woven sluice
#

Why wouldn't you be able to "open" it? If you copy a program between folders and it moves the exe first, obviously you can still run the exe even though the rest of files are still copying. Nothing will work, but the exe file would be there. For such a situation the user should be intelligent enough to know they need to wait until it's done, and the same logic applies for perforce. There's no special "live streaming" or anything.

ornate willow
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I was added to a p4 server with a project size of ~80gb. Within 2 minutes of connecting to the server for the very first time, I was able to launch the project in full by clicking the uproject from the depo, not workspace. The entire scene was visible and working correctly. I just don't understand how thats possible

woven sluice
#

My guess is some kind of misunderstanding going on then ¯\_(ツ)_/¯

ornate willow
#

(after a decent compile time, but I find it hard to believe the files came through that fast)

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I was instructed this is normal perforce behavior and should always work. Just curious how that is

woven sluice
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if they have it set up on a super fast server, it will be super fast... Mine transfers at a modest 100 Mbps

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About 1 gigabyte per minute. High end setups should be faster I guess

glossy sluice
#

Hey guys, before I start making any changes to the engine code, should I create a new branch and then copy over my project?

lyric palm
#

Hey i kinda fucked up a bit of my project using GitHub Desktop. It gave me an error for the commit being too large so I tried to reverse commit so I can split it into smaller parts.... But deleted the files from my computer instead.. Any way to recover this?

quaint obsidian
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@lyric palm depends on how you deleted the files, but usually you can use git reflog to restore the repo state back to when you committed.

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find the commit in the reflog

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then do git reset --hard commit-you-found-here

halcyon pulsar
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Hello guys, I have a question regarding perforce branching and one regarding download speed. Whenever I move branches it looks like it's downloading all the fucking files in the repo again. And it's at a extreme low speed, like if there's some configuration limiting my download speed.

sage adder
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Hello, do you use perforce?Or do you have experiences migrating from github to perforce? do you suggest?

nimble escarp
#

Hello. We're using Subversion (via CollabNet). Set up a repo on the server desktop and linked it to CollabNet. So I can get an updated copy of the files from the server via CollabNet to my UE4 Project.

However, getting Unreal to change the source control settings to link to that repo folder on the server desktop (so I can upload an updated copy via CollabNet to the server) doesn't work. It just says 'Failed to connect to source control' every time. I don't understand why, as the folder path is definitely correct (I'm copy pasting it).

Does anyone have any ideas? : /

simple lodge
#

you need the address no?

nimble escarp
#

yeah, you add in the url (ignore my typo) in the repo section and it should connect. But it doesn't.

simple lodge
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cloen it manually first, so the credentials are cached in wincred

teal sigil
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I wanted to ask what is the best way to share files on ue4 to other programmers. Me and someone else are working on the same project, and github i guess has run out of space (5 gb). What are other ways to do it?

quaint obsidian
#

azure devops

rotund bobcat
#

github and az devops are both just hosts. You can use any VCS you want, git, svn, perforce, plasticSCM. The best integrated with unreal is probably perforce, but it is only free up to 5 users and gets quite expensive after that. If you're just a small hobby project Git is probably the right choice. Which you can host on Github or Azure, you should use git LFS as well though to not clog up your repo, e.g. beyond the 5gb of github. But you should be able to go above 5GB even on github, it is just recommended to keep it below that. Azure is also unlimited up to 5 users I think, but still, definitely use git LFS if you use git

simple lodge
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For unreal/unity: Git scales pretty well upto 20 users and even a bit beyond IF you have the knowledge to configure it right. Above 25-30 just get perforce. At ~40 users atm and its fine but the workflow is a bit sub optimal

rotund bobcat
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git scales pretty well up to a lot more, just not with binary assets that much 😄 which happens to be a lot of files when working with unreal

simple lodge
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Well yes, I meant in relation to unreal

regal grotto
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uses Git for UE4 project of almost 100 people without any issues

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P4 has so many design flaws that we wouldn't use it even if it was absolutely free.

simple lodge
#

The problem (for me) is Git workflow for artists isnt the easiest

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While I am very happy digging around on the commandline/in a git gui. I cannot say the same for artists

muted gulch
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Also most of it is only officially accessible via CLI which in 2021 is a joke

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GIT's biggest flaw is it's barrier to entry

simple lodge
#

I mean perforce is just as bad as git in that regards

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p4v is pretty terribad

muted gulch
#

Would rather than than sourcetree though 😄

simple lodge
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Eh I think I prefer sourcetree

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because at least I have viable alternatives

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I mean I wrote a P4 client using p4python and its better than P4V for artists

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has 5 buttons, they cant mess it up 🙂

muted gulch
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The other main issue I have with GIT, aside from it's overall complexity - is there's probably 10 ways to do the same job - and according to stack overflow they're all the wrong way of doing it.

simple lodge
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nah not really

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More the people telling people are generally not open to suggestions

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and most alternative methods exist because of some advantage/disadvantage

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Git with rebase workflow is actually pretty solid and doesnt cause too much issues

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but its got its drawbacks

muted gulch
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That's what it boils down to I guess. 10 ways of achieving a goal, but each has pros and cons. Whereas I find in P4 there's a fixed workflow, and you stick to that. But I guess that doesn't work for everyone, or if you want more control.

simple lodge
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If I want to do anything in p4, I usually ended up having to go fiind the CLI docs because there wasnt a sane method via the gui

muted gulch
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Something I do like about GIT is that each copy of a repository can act as the "server" in P4's sense, there's no one fixed source.

#

Yeah but that's what I mean, I've never really had that issue - but it's probably because we're just happy with the base workflow.

#

But if you want to do something more advanced, CLI it is

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But at least you get a GUI for the basic users. It's straight from the 00's, but it's good enough.

simple lodge
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I dont love P4 for many reasons (The insane pricing, p4v is just horrible, centralisation as a point of failure, administration is a pita, their general attitude to name but a few) but I cant deny its got really great underlying tech for larger teams

muted gulch
#

It's just more approachable I think, GIT is undeniably powerful but the entry curve is pretty steep

simple lodge
#

To be honest, git with GitCentral in editor is a huge leap forward

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In terms of artists getting their head around it

muted gulch
#

I may check that out tbh

olive lagoon
#

anyone use perforce?

regal grotto
# simple lodge While I am very happy digging around on the commandline/in a git gui. I cannot s...

cli/gui is absolutely orthogonal to vcs.

But no gui will fix the fact that you must teach each and every tool you use for development to do p4 checkout . If you don't, you have to p4 reconcile that is slow like hell because it reads each and every file in working copy.

Also, no fancy Perforce gui will fix inability to answer trivial "what files are modified in my working copy" without a network connection to p4 server.

simple lodge
#

As I said, I don't exactly love perforce, but if it makes my artists lives easier i'll work with it.

regal grotto
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do you have p4 support for photoshop, 3dsmax, maya, blender, wwise, NOTEPAD.exe maybe?)

merry verge
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aside from notepad, yes
edit to say - photoshop, 3ds max, and maya all have official plugins from perforce (P4GT). Wwise has native support built in (as does fmod). I couldn't find a Blender plugin in 10 seconds of searching but I'm sure you could make one pretty easily.

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Perforce is better supported in DCC tools than Git LFS locking, it's kind of a silly argument to make.

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Locking workflows require tool support (or external applications) regardless of whether you're using perforce or LFS locks. The difference is that perforce is industry-standard, and already well supported in common tools either through the tools themselves or through plugins.
For code perforce is a mild inconvenience, but still well supported by most editors either natively or via plugins. Notepad aside.

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I agree that the centralized aspect of perforce can be annoying if there's a server outage or something, but if you're dealing with LFS you're centralized for all LFS-tracked assets anyway. It's not really a big benefit on the side of git.

simple lodge
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Git does have the advantage of being able to diff/branch etc without a server connection, but for gamedev thats fairly minimal

merry verge
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Agreed. And perforce does have some degree of local support though I haven't used it personally (and it seems like less common workflow overall).

simple lodge
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I do use git, but it takes a fair amount of work to get your stack in a good place that its fairly accessible for artists

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For example, run into one this week thats a bug with locks and merges, thats pretty damn annoying

warped perch
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only if git had file locking mechanism, perforce would be rendered useless in my view.

merry verge
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...it does. Git LFS has locking support

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It just isn't super well supported (talking about third party tools), and has some odd design decisions that puts it at odds with perforce.

warped perch
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I tried some plugin that claimed it supported Git LFS, but editor always crashed when I used it.

merry verge
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Sounds like an issue with that plugin, not git lfs.

worldly sun
#

If someone can help me out ?
I set up an SVN Server on my PC, i installed TortoiseSVN and VisualSVN and it is all good and working for me but how can i share it with another person in another country ? It is my first time setting up SVN Server or any kind of Server 😛

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i have been googling for 3 days and cant find anything that would help me as a noob

rotund bobcat
#

they also needs some svn client like tortoiseSVN, and they need to be able to access the server, so if it's on your pc you need to open some ports or something, and then they connect to your svn server and can pull in all the content

worldly sun
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they have instaled both tortoise and visualsvn. is that simple just open the port that is using the repo ?

worldly sun
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i also dont know what to tell him to do so he can connect to my repo

cyan jay
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you'll also need to configure your router to forward the port to your machine

simple lodge
#

@rotund bobcat can I message you about some OFPA stuff

rotund bobcat
#

I don't really know that much about OFPA

simple lodge
#

Fair, run into a weird one where occasionally it decides it wants to checkout hundreds of actors

worldly sun
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i did forward the http port 80

cyan jay
worldly sun
#

server port ?

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@cyan jay

cyan jay
#

If those settings work for you, then yes it's that port

worldly sun
#

i dont know how to check if it works and what to tell my friend to do so he can connect to my repo

cyan jay
#

I've never setup SVN so I don't know how much help I can be.
But essentially you have SVN server running on your local machine. This is listening for connections on a specific port, lets call it 8443 (whatever you set it to or whatever the default was).

When you connect to SVN using TortoiseSVN you connect to localhost and the port specified above.
You must setup port forwarding on your router so that when your friend connects to your-public-ip:xxxx (where xxxx is a random port you specify in the port forwarding rule), it forwards the connection to your local PC and port 8443.

worldly sun
#

thx for the explanation on how it works i appreciate that but i need pointers to what to do a step by step gide so i can tell how my friend to connect to my repo with tortoise svn

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On my side everything works and i can go to the web browser and it opens it with asking the user and pass i have set, but all that is locally, the port is kinda easy i will try to open all the port i see

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i never worked with networks or programming, so this is all new to me

cyan jay
#

what address do you use to connect locally?

#

if it is http then yeah you could try forwarding 80 -> 80 on your router

#

Then you need to find your public IP address, and your friend should be able to connect: http://82.8.99.10/svn/xxx or whatever your IP / path is

worldly sun
#

yeah i m waiting my friend to be available so i can try that

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i tried the adress on my phone and it dosent find the page but on my pc it opens it in the browser

cyan jay
#

that's not a good sign if your phone won't connect

worldly sun
#

i dont feel safe to share it here, i would have pasted so others would try

cyan jay
#

you tried connecting via your public ip address on your phone?

worldly sun
#

i think this is my public ip i m trying

cyan jay
#

ok idk then, sounds like you've done all the right things. Check your router logs for incoming connection attempts perhaps?

#

if your phone is on the same WiFi as your PC then you could try connecting via the local IP instead (e.g. 192.168.x.x)

#

that would eliminate port forwarding as the problem

worldly sun
cyan jay
#

No

worldly sun
#

ok

#

my ip is starting with 192. is that not the public one ?

cyan jay
#

no that's your local IP

worldly sun
#

uhh ok

cyan jay
#

your public IP can be found by searching google for "What is my IP"

worldly sun
#

ohh i tried that it was not opening at all like that

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not even locally

cyan jay
#

that would imply port forwarding is not setup correctly

worldly sun
#

ok so i guess that is the problem 🙂

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I will tinker more with the ports and see if i can manage to have it open with my public ip thx a lot @cyan jay

#

@cyan jay i don't how to thank you my friend i got it working, it opens even on my phone 👌🏾

cyan jay
#

well done 👍

worldly sun
#

and my phone wifi is disconected, so it is not on the same network and it opens 🙂

neat grotto
quaint obsidian
neat grotto
#

I'll need to learn how to do that before I can use it, but thanks a lot for sharing your efforts with the community. The changelog looks very good.

quaint obsidian
#

There's still a few weeks left for us to really test it in production, but it should be pretty stable

long hull
worldly sun
#

My friend is getting very slow speed when checking files. The SVN server is on my pc and i have Visual SVN and TortoiseSVN setup he is in a different country.
Any pointers why is this and how i can improve that.
My pc is Samsung 970 EVO 2TB, 32GB RAM, Ryzen 1800X and optic fiber conection 150/150 Mbps
He waited more than an hour for 500Mb his speeds are 16 Download with 11 Upload

#

I made an exclusion on my antivirus for the repo folder also

quaint obsidian
long hull
quaint obsidian
long hull
# quaint obsidian What's the use case for this?

My personal use case is that everything I get from the Marketplace has its own submodule. So if I make changes to it or something, I can get those changes across multiple projects which include the submodule.
Another user in the issue mentions his use case:

As there is no way to make Blueprint libraries, the best way I found to share blueprints between projects is with git submodules.
Overall, submodules are a great way to make content/plugin cross-projects. Also helps encapsulating things that don't need to know each other (e.g. MP products).

quaint obsidian
long hull
simple lodge
orchid harbor
#

A fundamental question:
Let's assume team CoolDevs has 2 level designers and 1 programmer.
Now, level designer 1 adds an asset from the Marketplace to the project (12 GB). The programmer is not interested in the asset. The only thing he'll need much later is the finished map (.umap) file and the associated assets to create builds for playtesting. Level designer 2 however wants to work with the assets too to build the level.

I thought I could just **remove **the Content/Developer directory from version control and just use that. Though this makes it so that **the programmer doesn't have to download the 12 GB **worth of data, the second level designer won't have access to the assets available to level designer 1. How do you solve this? Do you just do what I did and require both level designers to manually coordinate which assets they're using and have them separately put the assets into their respective developer folder?

merry verge
#

If you're using perforce, you can setup virtual streams which only include specific paths in your workspace (if you're using a classic depot, you can manually configure workspace views for this instead of making a reusable virtual stream). You can have a "programmer" virtual stream that only includes some minimal content if that's what you want, and a separate "artist" virtual stream that includes the whole content directory but no code. Or however else you want to divvy it up - it's based on filepaths so you can do pretty much whatever you want.
Just know that if a programmer needs to load a level that includes something that isn't in their workspace, they'll have to switch to a different stream that does include that file.

orchid harbor
#

@merry verge is there a good alternative available if you're using git-based version control?

merry verge
#

Partial clones were added to git at some point, but I don't know how complete of a solution it is or if there's good tooling support.

#

That's what you'd want to search for in relation to git, though.

orchid harbor
#

appreciated

jolly fog
#

Hey I want to make a perforce server where I will store all my projects . I want around 5 people to work from perforce . Should I buy a host server from hetzner or Amazon ? How can I make the server

#

Also can I work from home if I setup the server ?

cyan jay
#

Yes you can all work from home or anywhere if you setup the server in the cloud. You can host it anywhere really. I use Vultr to host mine but it really doesn't matter. I think this guide is quite good: https://www.youtube.com/watch?v=GsdS71tdGj8

#

Perforce is free for upto 5 users.

jolly fog
#

Can I host it from my local network?

#

For example if I make one laptop server and create perforce in laptop in office , can I work from home with perforce?

cyan jay
#

yes

#

that's less ideal for other team members of course, as your laptop must remain on and connected to the network for them to be able to work.

#

and it's slightly more annoying, as you need to forward ports from your router, maintain a static IP address, you're at the mercy of domestic ISP, etc

jolly fog
#

Oh f

#

So the best is to rent a server but which it’s better?

#

And cheaper

cyan jay
#

Best to rent a cloud server. Depends how much storage you need, CPU and ram specs can be quite low, main concern is having enough diskspace.
I use Vultr.com but DigitalOcean have a good reputation too

rotund bobcat
#

There's also assembla, which does everything in the cloud without having to set it up yourself pretty much

#

but there's a price tag

jolly fog
#

If I buy a dedicated server from hetzner

#

Can I run from it?

cyan jay
#

I would think so, yes

jolly fog
#

Ok for now I will try it locally but I need to call my isp provider

#

And ask for a static ip right?

#

Also to open port 1666

cyan jay
#

tbh, looking at the price of hetzner you should just setup cloud. hosting on local network is hassle you don't want.

#

they are incredibly cheap

jolly fog
#

If I want about 500gb of storage

#

How much should I pay

cyan jay
#

Wow

jolly fog
#

I will setup about 3-4 projects

#

Ok for now I will check local perforce

#

But when I make the workspace

#

In server

cyan jay
#

in that case I'd suggest having a base instance and adding block storage. according to hetzner website, 500GB storage would be + €23.80 a month

jolly fog
#

Should I download it in client?

cyan jay
#

please watch the video I linked it explains it all.

jolly fog
#

I saw in server auctions one server 28€ per month about 6tb

#

But I don’t use Linux

cyan jay
#

linux requirement is minimal, and in my experience setting up perforce server on windows is more difficult

jolly fog
#

Okkk

cyan jay
#

If you want to try it out I'd suggest installing VirtualBox and setting up an Ubuntu image in that, then you can follow all the video steps without a cloud host

long hull
quaint obsidian
simple lodge
finite bronze
#

what do people use for backups of large files ? currently using git with git lfs running, is it worth backing up data to a cloud service or an external ? learning C++ and UE and still trying to get used to the many avenues of git and backups for code and other things

hushed spoke
#

Hey

#

I am using perforce and I got this error whe I try to login

#

The filesystem 'P4LOG' has only 187.6M free, but the server configuration requires at least 250M available.

regal grotto
regal grotto
hushed spoke
#

that is not the issue

#

I got 40GB free space

#

but the log file has limited space

#

and I don't appreciate your sarcasm

#

@regal grotto

simple lodge
#

P4 log is probably set to a path with limited free space? @hushed spoke

finite bronze
regal grotto
# hushed spoke I got 40GB free space

Google tells me that your error message means what it means. You're out of disk space: https://confluence.atlassian.com/fishkb/repository-paused-with-the-filesystem-p4log-has-only-0mb-free-but-the-server-configuration-requires-at-least-10mb-available-726106388.html

Cause
By default, the Perforce Server rejects commands when free space on the filesystems housing the P4ROOT, P4JOURNAL, P4LOG, or TEMP falls below 10 megabytes.

Solution
Use the p4 diskspace command to monitor the disk space, this will display the amount of free space, diskspace used, and total capacity of any filesystem used by Perforce.

warped perch
#

p4 storage -d -D 60 //depot/path/...

warped perch
#

-D 60 means 60 seconds for expiry time. if age of storage record is more than 60 seconds it would be deleted. default is 86400 seconds (24 hours).

#

orphaned files can accumulate specially when you have had many unsuccessful submits before.

simple lodge
#

Though currently I am working on projects nearing 50 with git, but its deffo a little less than optimal.

hushed spoke
#

Thank you @warped perch I decided I oblitarate previous revisions but when I type commands in console it doesn't work

#

I am using console for the first time in my life so probably there is something obvious I missed

warped perch
#

did you set p4user and p4client?

#

you need to be logged in as administrator.

hushed spoke
#

I am

#

df command works 🙂

warped perch
#

well it's full

hushed spoke
#

yep

warped perch
#

what happens when you type

p4 storage -d //depot/...

hushed spoke
warped perch
#

can you connect with putty to the server? I don't want to mess with your server because I'm not expert at this

hushed spoke
#

what do you mean by putty?

warped perch
#

never mind, try running this command from windows

#

command line

hushed spoke
#

ok

#

as you can see I am not an expert in this...

warped perch
#

Me neither 🙂 I would try p4 set p4port=ServerIP:Port

#

so just remove the ssl

hushed spoke
#

I will try taht, but I need to go now, Thank you for your help 🙂 @warped perch

nimble escarp
#

We have a github repo set up (currently empty). I have an unreal project on my pc with the same name that I want to push to the github repo using gitbash/lfs so other people in the team can work on it. However none of the tutorials I've tried are working. I'm getting a bunch of different error messages each time.

I'm in the project folder and have done 'git bash here'. It should just be a case of 'git remote add origin (link to the github repo I want it to go to)', then 'git branch -M main', then 'git push -u origin main', right?

nimble escarp
#

It says 'error: remote origin already exists' when I do the first bit (I'm guessing because I've tried this before). It accepts the 'git branch' bit. Then on the 'git push' command it compresses the files ok, then on writing the files it gives a bunch of warnings/errors ending in ! [remote rejected] error: failed to push some refs to...

regal grotto
quaint obsidian
#

PBSync is getting closer to production ready!

#

We've battle tested it in both our own studio, and another's now!

simple lodge
quaint obsidian
timid anchor
#

Anyone knows why files that someone checked out and locked not showing as such on others clients in plastic?

#

I cant check them out, it then shows an error, but I'd like some kind of visual icon as well so I dont have to manually check them all

cyan echo
#

Hi fellas! Just a quick question: how am I supposed to be using the source-control? I'm using git. Should I use an external client (cli/gui) to manage that?

#

Cause there's only a "Submit to source control" button and that's it

simple lodge
#

The in editor one has some limits and will be mega slow for huge checkouts

junior thicket
#

Noob question: Should I use source control if working alone?

cerulean hamlet
#

Which source control is most ideal for a team of 3-5?
Perforce or Github?
I am trying to get setup but i'm having issues. If someone would be nice and help me out that would be awesome

simple lodge
cerulean hamlet
ionic dock
#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: IsValid() [File:D:\UnrealEngine-4.26\UnrealEngine-4.26\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: IsValid() [File:D:\UnrealEngine-4.26\UnrealEngine-4.26\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Took 124,6038222s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see D:\UnrealEngine-4.26\UnrealEngine-4.26\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

#

hi how can i fix it

swift oriole
#

Hello everyone, can you tell me what can cause errors?

rotund bobcat
#

have you tried fetching first

#

to see if that enables the pull

#

otherwise open a command prompt in your solution and type git pull

swift oriole
#

How do I specify the path on the command line to the .git file and where is it located?

rotund bobcat
#

you don't have to

#

just open a cmd anywhere in you repo

swift oriole
rotund bobcat
#

you go to the folder where your project is stored

#

you click in the bar on top of windows explorer where it shows the path

#

you type cmd

#

in the black box you type git pull

rotund bobcat
#

git branch --set-upstream-to=origin/master master

swift oriole
rotund bobcat
#

this is correct

#

now you can git pull

swift oriole
rotund bobcat
#

is your remote repo empty?

#

I have a feeling you started you thing locally and remotely seperately and now trying to link them

swift oriole
#

I do not quite understand how to get it locally and remotely? I tried deleting the repository and deleting the project, but the error still occurs

#

tried to fix it, but still the error occurs

rotund bobcat
#

well now you have a conflict

#

you edited readme.md both in remote and locally

#

so now you need to fix it locally

#

then commit that file

#

and then you can push

swift oriole
rotund bobcat
#

if you don't care about what's on the remote right now, you can also do git push --force-with-lease

#

but beware cause that can overwrite some stuff

#

so only use it when you're absolutely sure that your local version is the correct one for everything that you're about to push

swift oriole
#

Tell me how to fix it locally?

rotund bobcat
#

you might have some <<<<<<<<< and >>>>>>>>>> in the file

#

make it so that it looks as you want it and has no such markers

#

then commit that file

#

and push

swift oriole
#

Readme.md contains only this, what's in the local, what's in the remote file

rotund bobcat
#

do you have VSCode on your pc by any chance?

#

that's a great diffing tool

swift oriole
#

seems to have fixed it, only now you need to delete the local branch so that it does not interfere

rotund bobcat
#

what

#

you always go commit > pull > fix conflicts > push

#

why would you delete your local branch

swift oriole
rotund bobcat
#

I know, don't use it for full development

swift oriole
#

Now, as I understand it, my repositories are configured correctly, and if there are any changes in the code, can I push the changes to github?

rotund bobcat
#

but if you have a merge conflict in a text based file, you can open it in VSCode for easy fixing

#

if you make local changes you can commit them and push them

#

but if there are remote changes that you don't have locally yet, you can't push until you pull first

swift oriole
rotund bobcat
#

yes

swift oriole
# rotund bobcat yes

Got it, thank you for your answers, you are a great helper in understanding errors in Visual Studio👍

swift oriole
# rotund bobcat yes

Still tell me how to understand remotely and locally? The file is being edited locally on the computer, but how is it remotely?

rotund bobcat
#

if you push your changes to the remote

#

then they are updated on the remote

#

if there's changes on the remote, and you pull, you get those changes locally

storm sleet
#

good morning 🙂
is it a good idea for packaged games for QA and testing to cook assets as individual assets (not a pak) and put everything in a (separate) source control repo?

The idea is that when cooking individual assets I only need to upload changed packages and the binaries to the SC, and team members always have a stable version. I could reset the whole repository when it's becoming very large since it's only build files.

What do you think? good idea, bad idea?

#

does this even work? (when re-cooking packages that didn't change, do the cooked files change?)

simple lodge
storm sleet
#

sure, but uploading 10GB takes a lot of time

#

I'd never store it in the same repository as the actual source files, just use an existing system for distribution

#

(distribution among team members)

swift oriole
rotund bobcat
#

what?

simple lodge
storm sleet
#

it would also likely be just a temporary solution until we have a proper build server that manages builds

swift oriole
rotund bobcat
#

remote = on github
local = on your computer

storm sleet
#

when re-cooking packages that didn't change, do the cooked files change?

swift oriole
#

It is not possible to create a branch, the Unreal Engine files are deleted, the file with the launch of the project, for some reason after pushing the branch, although no new files have been created.

#

prevents you from creating version control

rotund bobcat
#

well pushing does not remove files

#

so you must've done something weird to get rid of the uproject

swift oriole
#

Why does Visual Studio delete the UE project file?

rotund bobcat
#

it doesn't

#

at least not by itself

swift oriole
#

I have already created a project and for some reason the branch is created in Visual Studio by Main, although in github I have indicated that the branch should be named by default as Master

rotund bobcat
#

well you can have multiple branches

#

github doesn't know about vs and the other way around

#

if you create a branch master on github

#

then you clone your repo

#

and check out master

#

please read some github getting started tutorial cause I think you're not grasping it

swift oriole
#

Then it turns out that it is impossible to create the Master branch and transfer everything in the branch by default.

rotund bobcat
#

what?

swift oriole
#

how to convert a mine branch into a master, by simply renaming, the main project launch file Unreal.uproject is deleted, if I create a master branch and delete the main branch, then some project files are also deleted.

#

how to make it so that by default there is a master branch, and not main in Visual Studio?

rotund bobcat
#

well normally you create the remote and clone it and start from that

#

idk wtf you did

#

really please read some of the git basics

swift oriole
#

How to make the repository in the branch, I tried to clone with the command git clone url

#

But there are no project files in the master branch, how can you copy the files to the master branch?

nimble escarp
#

Noob question, but the Github tutorials I've looked at over the last week are really confusing me and I'm at that stage where I'm questioning everything now!

I'm trying to push my unreal project folder and all it's files to a currently empty Github repo. I was getting error messages about files being too big, so I added a gitignore and lfs and deleted the two files it was complaining about.

However now I'm getting the following:

error: RPC failed; curl 18 transfer closed with outstanding read data remaining
send-pack: unexpected disconnect while reading sideband packet
Writing objects: 100% (916/916), 951.34 MiB | 1.29 MiB/s, done.
Total 916 (delta 134), reused 0 (delta 0), pack-reused 0
fatal: the remote end hung up unexpectedly
Everything up-to-date

nimble escarp
#

I retried it and now I'm getting the original error messages, saying the files (the ones I've deleted) are too big and I should try using Git Large File Storage (which I already have).

rotund bobcat
#

if you pushedthe files before adding lfs

#

the files are still being tracked in git

#

you need to rewrite your history if you want to get completely rid of them and only keep them in lfs

nimble escarp
#

how do i do that? Is that the git rebase command?

#

"git rebase -i HEAD"

#

this is to remove them entirely (lfs too)

simple lodge
#

If you dont care about history, you can nuke the remote repo and the .git folder locally, then add a new origin and push.
if you want to rewrite history otherwise, git rm --cached or other methods are your options

nimble escarp
#

yeah, I want to remove the remote repo and start over with a clean up to date copy of my unreal project

#

but not sure how to do that

#

like git delete history or something

#

"git remote remove origin" is the closest thing I can find so far

rotund bobcat
#

just literally remove the repo on github and make a new one is the easiest

#

just remove your .git folder from the local project

#

and reinit with the new remote

nimble escarp
#

ok, I deleted those, did git init again, added a new repo on Github, added lfs, did remote add origin (url), git branch -M main, git push -u origin main.

Error: failed to push some refs to (url)

rotund bobcat
#

try a pull before your push first

nimble escarp
#

even though it's an empty repo?

rotund bobcat
#

otherwise a git push --force-with-lease would also do the trick

#

since you don't care about what's remote right now

nimble escarp
#

ok, I'll give that a go

#

cheers

rotund bobcat
#

if that doesn't work show you full errors

nimble escarp
#

$ git push --force-with-lease
fatal: The current branch main has no upstream branch.
To push the current branch and set the remote as upstream, use

git push --set-upstream origin main
simple lodge
#

either add the remote OR make a file on github web, do a pull into a fresh folder and move everything aside from the .git folder into it

swift oriole
swift oriole
#

Guys, please tell me why there is a Main branch in the repository and a Main branch in Visual Studio, but there are no files deleted?

#

For some reason, there are no files in github itself

#

tell me how to initialize files in github?

nimble escarp
#

@simple lodge @rotund bobcat

Ok, so I followed the instructions, made a file on github web, pulled into a new folder, then added the other project files in there (minus the git folder). I then added all the new files to be committed, did git remote add origin again, then git push.

Got:

#

$ git push -u origin master
Total 0 (delta 0), reused 0 (delta 0), pack-reused 0
remote:
remote: Create a pull request for 'master' on GitHub by visiting:
remote: (url)
remote:
To (url)

  • [new branch] master -> master
    Branch 'master' set up to track remote branch 'master' from 'origin'.
#

but on the create pull request screen it says there isn't anything to compare

rotund bobcat
#

are your files on github?

nimble escarp
#

no, my github repo is still empty bar a readme file. All the files are stored on my pc in the unreal project folder

stuck cargo
#

Is there an optimized gitattributes for git lfs for ue5?

#

and how can i assign "check in" to a keyboard shortcut in ue5...

simple lodge
nimble escarp
#

I just did that before doing the above

#

Tried a third time. Same result.

#

Says the branches are identical, which isn't true.

storm sleet
#

but you can maybe find an updated version of the git plugin for UE5

quaint obsidian
quaint obsidian
quaint obsidian
#

Let me know if anyone here uses Git in a studio/team or is interested in using it! I'd love to help set you up with our workflow for it, with a rewritten editor plugin, and custom sync tool

simple lodge
#

@quaint obsidian whats the sync tool out of interest?

quaint obsidian
simple lodge
quaint obsidian
#

It does a lot! But yes that's one thing it does

simple lodge
#

is there a documented featurelist?

quaint obsidian
#

Not yet! But will be doing one soon

lyric pilot
#

hi, I want to setup perforce with assembla for the game jam, I have downloaded and installed p4d and p4v.

#

the tutorials on how to use perforce are kinda confusing

#

is there any resource or tutorial on set up perforce with assembla?

#

and should I install puTTY in this case?

simple lodge
#

its fully managed, so should just be connect, setup depots etc

buoyant gust
#

Does anyone know if it's possible to separate changelists between depots on perforce, as well as prevent certain users from seeing certain workspaces?

buoyant gust