#source-control

1 messages · Page 67 of 1

storm sleet
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I lock all umap and uasset files

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In our case we have the game project a level deeper in the hierarchy, our uproject file is in /Project/Project.uproject, for example

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And, we have a few plugins as xlinked repos

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Btw are you a paying plastic user? They offer great support via video calls

cosmic knot
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How do i correctly setup file locking as its seeming to be the biggest issue

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currently not paying, trying to setup first

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to get it to work for what i want

storm sleet
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Just remind them of the proper timezone if you're in EU. They tend to use US timezones

cosmic knot
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ive used perforce and managed to get it working but the cost is huge so I stayed away

storm sleet
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Plastic also has good docs about all their topics. And a great book about source control management in general, workflows and stuff like that
Really worth reading

cosmic knot
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danke, ive read a few but not all of em yet

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Though the file locking bit, where do i actually set that up correctly as you mentioned

storm sleet
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Iirc in the cloud backend

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Their web frontend

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You can set it per repo or for all repos

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Gerngeschehen, btw 😉

cosmic knot
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@storm sleet May sound a little stupid but how do you use plastic well, whats a good work flow.

The way im set up is the following

  • There is 2 of us
  • we're both at diffrent locations
  • we use the cloud free version
  • we're using UE5

we want to be able to work together correctly and not overwrite each others shit ect. i just can't seem to get the workflow down, which i believe is the thing messing me up as there is barley any youtube stuff or a lot of documentation this is unreal based as its mostly held for unity.

Any help would be great as im new to this and can't get my head around it properly haha

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Even a discord call ect just to go through a work flow as it might be easier to talk through 🙂

storm sleet
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Here are a few notes:

  • use the plastic plugin, ideally the github version since that's more up to date (the creator SRombauts is here btw)
  • manage assets on one branch only. Use branches for code only (and theoretically config, ... basically everything text-based)
  • use file locking (see plastic admin guide)
  • don't use decentralized workflow for assets, use the centralozed workflow and checkin to share your work (and have it safer than on your machine)
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The plastic docs are very in-depth and helpful, only in a few cases it's not deep enough. Source control is a task somehow, it's about managing version and establishing a workflow for your team. The plastic book helps you learn that task, I really recommend reading it. It's plastic-specific, but most things apply to many other systems too.

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I hope to get time from the company I work for to write a little blog about our workflows, that would be official for us. Otherwise I'd need the time to write about a few more general concepts. If you're lucky I can find the time and fun to write it up.

cosmic knot
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Thank you for the advice 🙂 ill get onto some of that now

hybrid dock
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Hi all, I'm running the latest version of UE5 Plastic SCM plugin (1.5.0) and getting a lot of crashes. Is it stable enough for normal use, or still in beta?

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I crash when running Sync/Update workspace and Submit Content - after a crash, UE tells me that I'm disconnected from source control and have to reconnect

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Are you supposed to do the first checkin through UE or through plastic itself?

hushed sinew
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Hey all, I've been pulling out my hair trying to get perforce installed and configured on an ubuntu 20.04 machine. I'm able to install the package, but the configuration script they provide always fails. I've tried doing it with a variety of users and access levels (i.e. root directly just to see) and it always fails:

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Any ideas on what might be going on? I havent found anything that points me in any direction, other than the issue is possibly access related.

storm sleet
reef oriole
# hybrid dock I crash when running Sync/Update workspace and Submit Content - after a crash, U...

Sync/Update Workspace & Revert All now crash in Unreal 5 even on small templates from Epic Games, while it was mostly fine with UE4 (only crashing on some assets)
so my take on it right now is that there has been a regression in Unreal 5
I should actually remove them from the menu
I'll try to track it deeper after all the more important stuff like Changelist support and top users requests

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This ignore.conf file is the default one I created for the plugin, so it is excellent and perfect, right 😉 ? I am using it as-is with others without problem to share the workspace
Please send updates if missing some common ignore (eg for other IDEs like .idea for Ridder that I know I should add)

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Ignoring patterns like

Binaries
are ignoring on all subdirectories already, including the Plugins/XXX/Binaries

storm sleet
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tbh I didn't invest too much time learning the exact syntax for ignore.conf. I like that you can have a cloaked.conf in your workspace which is respected, and it's the only way to get some kinda partial workspace with standard plastic GUI (not gluon). In case you use it for this kinda workflow, you can add the cloaked.conf to your ignore.conf 🙂

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btw it would be interesting to have some kinda tool (maybe an online tool) where you can just paste your ignore.conf and paste some sample directory listing and highlight what matches. Wouldn't that be a great idea?

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would at least be easier than constructing a fake folder hierarchy and use the plastic gui to see what matches

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(maybe the tool could even auto-generate a hierarchy based on the ignore.conf input)

reef oriole
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Can you share an extract of your cloaked.conf?
I think that I would need to provide some examples in the documentation
The only example I would think of is to ignore Binaries, right?

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I am asking, because not sure if it's helpful to cloak assets (like Developers of Collection
in which case I could also add explicit support inside the Editor
perhaps a right click "add ignore/cloack pattern" from the content browser ?

storm sleet
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I don't think I have a cloaded.conf right now. I see many more use cases, for example: Programmers often don't need all textures of all characters. It's just fine if they are missing, and it doesn't hurt as long as the programmer doesn't save referencing assets. This way, the programmer can code and test the characters without having to download all textures

reef oriole
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Ok, so my example would be more on ignoring dll for programmers so they don't need to download those build by the build system, and just keep their own

storm sleet
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that's why I ignore all DebugGame binaries. programmers usually make debuggame binaries

devout walrus
vale basin
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That's the one file per actor system I think, so yes. Each actor in your scene becomes a file like that

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Expect many more

cosmic knot
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@reef oriole @storm sleet Thank you for the help guys, managed to gain some more knowledge reading over some docs, still a little confused on some workflows from mine and my partners side as some things don't seem to push and pull as smoothly as i would like, If you or anyone else in this chat knows Plastic in use with unreal and would be willing to dedicate some time in a discord call to answer some questions/help with some setup that i may have missed and some best practices that would be great 🙂 (We can schedule this later tonight/tomorrow if anyone is able to :))

reef oriole
# cosmic knot <@216123696765468673> <@397786809700188162> Thank you for the help guys, managed...

There isn't a single good workflow;
Perhaps the most used in the game industry coming from Perforce, is to use mostly one mainline stream for everyone and to enable exclusive checkout (locks) for the whole Content/ subdirectory in order to prevent anyone to risk a merge conflict on a uasset or a umap
The workflow would be; you sync/get latest, you start the Unreal Editor, you do your things, by checking out assets, and then submitting them. When needed, you would close the Editor and sync/get latest again (so the Editor doesn't lock the assets, preventing the update)

reef oriole
# cosmic knot <@216123696765468673> <@397786809700188162> Thank you for the help guys, managed...

With Plastic SCM you can follow the same, but you have also the freedom to use branches that easy and cheap to create and merge; I would use them only for code, and use the built-in code review on these branches (but I know some studios also use them for all assets)
To use branches right now you would need to also close the Editor before switching from a branch to another, and before merging a branch into another.
The plugin also leverage some merge conflicts resolution from the Editor but this is a pain and isn't working as expected in my experience (I will need to test it again in Perforce to check how it behaves there!)

cosmic knot
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Im just at work so ill have a read through this and get back to you with any further# questions then once i have a look at home 😛 Thank you 🙂

hushed cliff
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hi all, ive been struggling with building the engine (5.0.1) from source while on perforce. I've found like 300 different p4 typemap files and ignore files and i cant seem to find one that works with no issues. Is anyone using a 5.0.1 build on perforce that they have those files configured? My steps have been making the stream, making the workspace, adding the source to the workspace, building the engine, setting up the typemap and ignores, then pushing. But then when i go to generate vs files, i get all sorts of errors related to permissions

woven sluice
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Setting up type map and ignores is supposed to be the very first thing you do... They don't do anything to files after you already added them

hushed cliff
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Sorry if my terminology was unclear, i do it before i do the "mark for add" command

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I guess when i said add to workspace, i just meant putting them in that folder

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the ignores and the typemap do seem to be taking effect, i just always get these weird things about UnrealBuildTool, or some random json file or config file somewhere that has access denied

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like for instance ive seen epics own page say "text //....config" in the typemap, and then some random git repo has "text+w //....config" because "otherwise the engine would not be able to package since it needs to write to config files" 😦

reef oriole
vale basin
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Plastic definitely get their money's worth. You're all over it!

cosmic knot
earnest abyss
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Time for a stupid newbie question

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I've installed SVN, created a repository

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but when I try to connect my current unreal project to version control it says "not a working copy"

earnest abyss
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I've also downloaded tortoise, and done checkout to a local folder where .svn showed up

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but trying to connect to either the SVN server, or my local repo folder, just says "not a working copy"

earnest abyss
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for anyone who ends up having this problem and finding it via discord search: this tutorial shows how to properly setup for SVN/tortoise

frail anchor
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any other files I should exclude from source control besides intermediate and saved?

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I'm excited I get to make my initial commit

hybrid dock
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Hi, I'm testing out Plastic and for some reason I am able to checkout files on two different computers at the same time

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They're both running the same "user" account, though - should I create a new one for testing?

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I haven't intro'd Plastic to my team yet but I want to verify that it does everything correctly, so it's just me right now

vale basin
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The point of checking out is to lock and stop a file being modified in 2 places at once. That's expected and desired behaviour

frozen escarp
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Any advice for creating Plastic's ignore.conf for UE source repo? Couldn't find much by googling.

cyan jay
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Can I please get some git assistance?
I have a fork of Unreal in github, merged a couple of months ago from release
I want to merge a specific change from ue5-main into my fork, how do I do it?
Ideally in a way that won't cause conflicts when I merge the next release in.

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It's a one line change, I could probably make it locally and submit it, but that doesn't seem right.
I come from a perforce background where I'd integrate a specific CL and I think that's what I want to do here.

cyan jay
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one other thing, if my fork is upto date with the 5.0.1 code in the Epic release branch, is there a way I can pull the changes from the 5.0.2 tag, given that the release branch has not yet been updated..?

storm sleet
storm sleet
frozen escarp
hybrid dock
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I haven't gotten around to trying it with a separate acct

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in Plastic Cloud Dashboard I have the lock.conf set to just /Content, nothing else, like per instructions

frozen escarp
# storm sleet Afaik SRombauts has a sample ignore.conf in the plugin repo. Also we discussed i...

No luck finding an ignore.conf in the repo. I know the plug-in can add an ignore.conf to a project, so I assume that's what you're referring to. This is not my use case. I have imported Unreal Engine source into a Plastic repo from GitHub (only took Plastic 4 days to do the initial sync and convert 😣 ) and I want to set up an ignore.conf for that, to ignore all the downloaded/generated/compiled content.

storm sleet
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If the plugin can add the ignore.conf, the code for it is in the repo

frozen escarp
# storm sleet If the plugin can add the ignore.conf, the code for it is in the repo
GitHub

Official Plastic SCM Plugin for Unreal Engine. Contribute to SRombauts/UE4PlasticPlugin development by creating an account on GitHub.

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I assumed the text block would be formatted differently and GitHub's search is... not great.

storm sleet
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Yeah, it is for projects

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For source I guess you'll have a fine time.... The .gitignore is horrible, it's like a .gitignore that ignores everything, but with exceptions and exceptions for exceptions

frozen escarp
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Yea. It's gonna be a... bit of a challenge.

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I'm going to try ignoring everything that's not in the GitHub repo and go from there.

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No point in trying to translate the horrid .gitignore.

storm sleet
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If you can write a gitignore parser that outputs a valid ignore.conf...

frozen escarp
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Yea, I'm not going there.

storm sleet
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Understandable

cyan jay
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I have my git fork of Epic, I have upstream setup.
I am able to update my release branch by running git merge upstream/release;git push
This gets me to 5.0.1, but how to update to 5.0.2?

There is a tag 5.0.2-release but I have no idea how to use this to update my local release branch.
Or do I have it wrong? Do I need to switch to ue5-main and use the tag from there?

ebon hound
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Hey people. I'm trying to push a file that exceeds 100mb to my repository in Azure Devops. But it starts over again when it exceeds 100mb. I'm using GitLFS. What can I do to push this particular file?

quaint obsidian
cyan jay
quaint obsidian
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no tags dont have a remote

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it would be what i wrote

cyan jay
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ok thanks, let me try it

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cool that seems to have worked, thanks!
in the future, once 5.0.2 is merged into release, if I run git merge upstream/release is it smart enough to resolve what I have done without conflicts?

cosmic knot
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Im currently having issues with file locking on Plastic, i cant seem to get it working, ive used the cloud lock file for a spefic repo but when i open a file another user can still open that file, does the Lock file need to be in the project directory aswell

storm sleet
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lock.conf file is in the server config, not in a project repo, afaik. And you can also use the cloud web configuration system or the administrator panel in an installed server

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Also locking only works if you use the centralized workflow (no push/pull, only checkin/checkout)

cosmic knot
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i currently am using the admin panel, but setting on there doesnt seem to be doing anything for files once checked out the other person can still seem to use it. or do i need to have the lock file edited on the admin panel and in the server config locally on both machines

deep sentinel
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hey all! would anyone be willing to help me hook up perforce with my project? ive never done any sort of repository work so im very novice at it, and things dont seem to be working correctly with what im doing. not sure what to search for terminology wise to get the proper solutions for my problems. DM if you'd be willing to help! Id greatly appreciate it.

Goals:
Hook up Perforce to 2 local machines.

pulsar parcel
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so what did you try

quaint obsidian
storm sleet
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If you set it up on your local server, then the other dev must also use your local server

cosmic knot
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Been following some things SRombauts said with work flows which are working nicely just locking left

dusky niche
# pulsar parcel so what did you try

@deep sentinel and I have tried setting up a local server. Following a few tutorial videos and documentations where we could find them. A lot are around new projects while we are trying to upload our existing projects and getting errors.

Here’s a quick page of the resources we’ve been using if you have any input.

@deep sentinel can also assist with any technical questions or processes along the way.

https://kbdotfyi.notion.site/Research-A-Repo-Solution-for-Brave-Little-Ghostie-efd505f666c74ecfb8ef177b3df549fe

Kyle Baldinger's Workspace on Notion

Perforce is already on Unreal and comes free to 5 users, which we can’t currently fill. This seems ideal, I’ll keep reading and see what makes it the number 1 choice for game studios of all sizes.

narrow depot
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yooo

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so ive setup unreal with ue5

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but everytime i open ue, it says source control not connected,

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is that a fault on my end?

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or is it np?

vale basin
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which version control are you using? I find that unreal isn't connected with perforce if i haven't opened P4V and logged in for the day yet

vale carbon
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I've been curious for a while as to what source control people use so I made a poll on twitter. https://twitter.com/trdwll/status/1530005976396464147 If you have a minute to spare could you vote on what your primary source control is? Thanks. 🙂

What source control do you use for game dev and why? #gamedev #gamedevelopment #indiedev

hybrid dock
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Hi everyone, I'm setting up Plastic Cloud for a team who is using both Unity and Unreal. I want to put a global lock.conf rule /Content to cover all Unreal assets, but will this cause any issues with Unity projects stored under the same org?

narrow depot
frozen escarp
narrow depot
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i believe so

frozen escarp
narrow depot
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yeah one moment

woven sluice
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Not helping your actual problem but some advice based on popular opinion: don't use github desktop, use a proper git client GUI (smartgit, gitkraken, sourcetree, etc)

frozen escarp
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Or Fork. Fork is great.

narrow depot
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i just have to make sure its completely free

frozen escarp
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Ok. Looks like it's configured.

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Are you seeing log message like this at project startup,
Log SourceControl Source control is disabled?

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Or where does it say that source control is not connected?

storm sleet
storm sleet
worthy junco
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Hi, anyone know how to fix this? (plastic)

frozen escarp
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What were you going when you got this error?

frozen escarp
worthy junco
frozen escarp
worthy junco
frozen escarp
worthy junco
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nvm. Thank you for your time

frozen escarp
pulsar parcel
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I suppose they didn't change the plasticscm client much since 2016 since that screenshot is giving me flashbacks

hushed cliff
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i get this error using gamesync and perforce, I know its because the hierarchy of my structure is a little off... my project folder is one level higher than my engine folder... but does anyone know if there is anywhere to fix this anywhere?

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hoping not to have to move all these folders around in perforce

pulsar parcel
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show your hierarchy

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the "Engine" and project folders must be on the same level

hushed cliff
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If I really am locked to that file structure, (I probably tried to bite off more than I could chew here, lol). Would the process in perforce be to... Copy the project to the UE5 folder, Mark it for Add, submit to perforce, Mark the old _BirdsEyeView for delete, submit the delete?

pulsar parcel
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and it's preferred for a source build anyway

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it really should be

Engine/
_BirdsEyeView/
GenerateProjectFiles.bat
all the other root dir stuff

hushed cliff
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yea understood. Does my little step by step above seem like it would work? I just dont want to break anything

pulsar parcel
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I also setup a separate depot for the clean vanilla engine to live in too, makes upgrading the engine easier when you've made custom edits

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since you just perform a p4 merge for that

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well you'll have to move it if you already added it to source control the scuffed way

hushed cliff
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yea, im pretty basic with perforce just wondering how i go about moving the folder safely

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assuming i cant just cut and paste it in explorer and expect it all to work going forward?

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Actually I see a Rename/Move command in perforce, assuming that might be the best option

woven sluice
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just move it

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assuming you don't have any unsubmitted work in progress just move your files, run reconcile offline work, submit the change

cosmic knot
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Stupid question, i had some compile errors with visual studio that fingers crossed ive fixed, in the mists of fixing it, ive noticed that the small ticks and ignored symbols have disappeared from my file dir any reason as to why?

naive shadow
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Hey, so I've been trying to upload my project repository to GitHub but I keep getting this error and nothing gets uploaded. I looked online and it said something about the buffersize so I inputted the recommended and used the command git config http.postBuffer 524288000 but no luck. Here is the error message ```Enumerating objects: 6129, done.
Counting objects: 100% (6129/6129), done.
Delta compression using up to 12 threads
Compressing objects: 100% (5994/5994), done.
error: RPC failed; curl 92 HTTP/2 stream 0 was not closed cleanly: CANCEL (err 8)
send-pack: unexpected disconnect while reading sideband packet
Writing objects: 100% (6129/6129), 5.62 GiB | 7.60 MiB/s, done.
Total 6129 (delta 3133), reused 0 (delta 0), pack-reused 0
fatal: the remote end hung up unexpectedly
Everything up-to-date

opal grove
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Just to clarify, if I want to backup my project to my harddrive in case my computer screws up, I can do this just by copying the project file and pasting it to the harddrive, right? And it'll all work good?
(Tag me to let me know please. :) )

teal bone
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The project file? The 2kb file that describes your project? No.

opal grove
teal bone
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Copy the entire project folder (except intermediate and binaries)

opal grove
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So like all this?

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(well, the folder that all this is in.)

teal bone
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YOu can skip the cache and saved folders too, probably

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Config, Content, Script, Project file

opal grove
teal bone
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Yes

opal grove
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Nice thanks! :D

woven sluice
opal grove
rotund bobcat
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no

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vcs is things like Git, Plastic or Perforce

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where you can keep the history of changes that you make to a project

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and also preferably store them somewhere not on your pc

opal grove
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ohh i see, i'll look into it, thank you. :)

teal bone
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Also confusing called cvs

woven sluice
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Cvs is another vcs, yes lol

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Don't know if anybody who is anyone uses it 😄

jaunty hornet
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I wanna double check what happens in p4:

Level is at revision #2/3
Adjustments are made to level and saved
The latest revision of level is pulled and is now at #3/3

What happens to the adjustments? Is it correct that these are kept and the file is then simply checked out? Because that's what happened to me

teal bone
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It should say it can't clobber a writable file and ask you to overwrite it.

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I don't believe p4 can natively merge ue maps...

jaunty hornet
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No I though they were binaries but that's what happened

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I didn't lose my adjustments despite pulling... Ahh I realise now that I actually did not make changes to that level per se, but to sublevels

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Nevermnd yeah I did lose my changes lol

rapid crow
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Does anyone know the Perforce command that sets a workspace to a specific changelist number?

teal bone
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You can use ctrl+g or alt+g or something to go to a specific CL

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(in p4v)

rapid crow
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I am asking about setting a workspace to a CL, not viewing a given CL.

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We have a ~300 gig project, it would take days (7.8 based on the DL speed) for our new member to pull it. But we can zip it and share it through Google Drive in ~1 hour.

The problem is that if we do it through Drive, his workspace will still be set to CL #0, and if he does a Get Latest it will try to pull the whole project again. I want to set his p4 workspace to the same CL as the zipped version. This way, his Get Latest will begin at CL #200713 instead of #0.

There is a command for this, I've used it before, but I don't remember it.

woven sluice
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7.8 days? why so slow

rapid crow
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Our server has not so great speeds

woven sluice
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what is that, 500 KB/sec? 4 Mbit upload? is the server being hosted in someone's home?

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(not asking to poke fun or something, just making sure what you're saying is accurate)

rapid crow
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Nah, I get it. Our server is in our office in a big city. Normally it would be faster, but there are a couple of issues:

  • The office suffered from a week long blackout (tbh, not sure if this is related to our internet or not)
  • Building is undergoing some renos (I know this has had an impact, the internet has gone to shit since they started)
  • New guy is apparently based on the other side of the planet, somewhere in Australia

We did a couple of tests on Drive, and found the DL speeds went from ~0.5 megs a second to ~90 megs a second.

woven sluice
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does your server have parallel sync activated?

rapid crow
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I don't know, and tbh I don't know how to check.

I'm a dev normally, but we're a small team so I have to be our source control admin as well.

woven sluice
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when you pull does it give you a file count with a meaningful progress count, or does it just give you a dumb animated progress bar?

rapid crow
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It shows a file count

woven sluice
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ok, that's sending one file at a time. turn on parallel sync and play with it, your speeds should go up to whatever else limits it - disk IO or your office's network bandwidth.

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the downside of parallel sync is, no more progress bar, you just have to trust it

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i also found Jenkins does not like parallel sync, in case you're using it make sure you go and force any parallel sync settings to off or max 1 process in Jenkins (ignore if not using Jenkins)

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you can play with the server settings and then just create a new workspace locally and pull, watch your Network usage in Task Manager to see how fast it's drawing. do this once before you change any settings so you have something to compare to

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you could also try and do some external benchmarks before this I guess, to make sure that perforce single-transfer is the bottleneck and not actually your office bandwidth, since you still seem to suspect that

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though I don't know how to suggest doing that... you'd need to send something direct from inside your office to outside

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or maybe just try speedtest.net from inside your office I guess lol, I am still waking up noobthonk

rapid crow
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Is it just the one setting? net.parallel.max?

For benchmarking, I will probably just use one of the 1 gig art folders on our server. Do a force get on it, time it, change the setting, do it again.

woven sluice
rapid crow
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Ah, no, NPM is for submits, I want net.parallel.threads

obtuse yoke
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I ran the Ubuntu update and it tried to update some Perforce stuff but failed because it is not standard installation (probably because Ubuntu is running on the QNAP's Ubuntu Station) but after this failed update I can't use the server anymore. If I try to run anything like p4 info or p4 admin restart, I just keep getting "SSL connect to ssl:1666 failed (connection rest by peer Remove SSL protocol prefix from P4PORT or fix the TLS settings."

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If I change the P4PORT=1666 without SSL now I can see the info, or run commands, but it doesn't seem to be the same server anymore. As in if I use the admin tool the depot is not visible

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I thought I should perhaps redo the whole config command where you enter the servicename, port, user etc. But I can't remember what I put to the actual servicename originally, and I can't find any command to check that

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I've been trying to go through Perforce documentation to fix this for an hour but can't find anything that works

rapid crow
woeful quest
narrow depot
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is source tree good for blueprints and c++ in ue5?

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and are there any other totally free options like source tree to try out?

woven sluice
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Source tree is just a gui to run git commands for you. I think it works. Gitkraken is great but payware for some use. SmartGit is very good. There are others. Just try one for a while

narrow depot
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i see,

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cuz we tried using github desktop, and had a lot of errors

woven sluice
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github desktop as a GUI client usually has a reputation of being a sack of crap

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i should have spelled that out but just didn't think of it

spare oriole
#

hi for a cpp unreal project what all should i checkin...config,content,plugins,source,sln file and uproject right?

storm sleet
#

Not the .sln file, that's generated from the uproject

#

Also inside plugins you have a similar hierarchy with Intermediate, Binaries, Content... You want to ignore a few of those

#

Depending on your situation (whether your team can compile binaries or not) you also want to ignore the Binaries

#

Sometimes you also need a Shaders directory, especially if you write your own shaders (usf/ush). You then also need to checkin the Shaders dir

ebon hound
#

Anyone using Azure Devops, how much space is your project take? 10GB was not enough for me on Gitlab so I wasn't updating art assets but I heard there is no limit in Azure Devops.

#

That sounds great, I will go with Azure then! I was using Github LFS and I was running out of this as soon as my teammates pull the project. They have bandwith limits I guess

#

Thanks!

reef oriole
#

It's the best social network for programmers, awesome for code/text, but not a great host for data

quaint obsidian
#

i think github's service is the best in class

#

but yes it is expensive

cyan jay
#

Anyone who has installed Perforce to linux VM via packages... do you know how the regular journal checkpointing is setup? I want to add a dependent task to actually backup the files to a different location.

#

oh it's just via cron

reef oriole
#

Hey there, good news from Epic Games: they have merged the latest version of our Plastic SCM plugin v1.5.1 on ue5-main for the upcoming Unreal Engine 5.1 🎉
https://github.com/PlasticSCM/UE4PlasticPlugin/releases/tag/1.5.1 It was only a bugfix release on top of already merged 1.5.1, including support for some recent breaking code changes (AppStyle instead of old EditorStyle)
I have now checkout the latest commit , rebuilt the editor, and run our validation steps in order to be on the safe side 🙂

GitHub

1.5.1 release for UE 4.27 and UE 5.0, with support for upcoming UE5.1
This version has been accepted upstream for integration into upcoming Unreal Engine 5.1 release!
What's Changed

Rename bac...

clever vale
#

getting this error when using Plastic

ashen lintel
#

is there an actual way to diff uassets other than blueprints before commiting them? I know in Unity they used to tell people to "force text serialization" and then you end up with YAML in your diffs for most assets which while hard to understand can usually help you ensure you only commit the changes you really want (and is certainly better than two opaque binary blobs). I'm wondering if there is something similar I can set up in UE4? I've set up the builtin git VCS plugin, but diffing a map file against depot seems to do nothing

limpid obsidian
#

uassets are binary and can't be merged/diff, which is why you should lock them on checkout

#

although there is some minimal diff tool support in the editor, i never use it: https://www.unrealengine.com/en-US/blog/diffing-unreal-assets

Unreal Engine

So, source control is awesome, and you should be using it! One of the benefits of source control is being able to look at previous versions of files and compare or ‘diff’ them to see how things have changed. However, regular diff tools don’t work very well on binary files like Unreal .uasset packages. We’ve got you covered with support for expor...

clever vale
ashen lintel
#

RE: Diffing UAssets, I'm not actually as concerned about other people as simply being able to sanely review my changes at the end and decide if I want to keep all of them

storm sleet
#

It should be possible to write a diff tool for the properties of the uassets. In the end, they're uobjects with UPROPERTIES. With some effort it should even be possible to open a separate window with the full asset. Not the best experience probably, but possible

hexed hatch
#

Anyone know how to avoid corruption with git merges? When working with a team its really frustrating having to go back and find and download all of the corrupted assets.

woven sluice
#

how does git merge cause corruption?

#

are you asking about conflict resolution because two people edited the same blueprint?

cyan jay
#

When setting up source for distributing Engine via UGS + Perforce.
I have downloaded the 5.0.2 source which I am unpacking to the root.
Do I run Setup.bat to download dependencies etc before checking it in? Or is this handled on each client?

#

I looked on UDN and it says GitDependencies should be run before uploading

hexed hatch
woven sluice
#

somehow I would have to say you're wrong, you're seeing something else happen and mis-interpreting it

#

unless you have binary UASSET files being controlled as text and are actually merging the text somehow, or something else really weird

rotund bobcat
#

the only thing I can think of is merge conflicts that you just commit as "solved" while they're not

cyan jay
#

Having a nightmare trying to upload Unreal engine code to p4. The submit keeps stalling, anywhere between 10 and 30 minutes after starting. Diskspace/network/cpu usage all 0... process just sat there not doing anything. I have to kill it from task manager in the end.

Tried with p4v, now I am using p4 command line but the same thing is happening.

I opened a support request, but in the meantime just wondering if anyone has encountered/solved this? Both server and client are latest (2022.1/2285021).

#

Server logs not showing any errors, not sure if p4 client creates any logs, if so I can't find them.

teal bone
#

How many files are you submitting at once?

#

Have you tried smaller batches?

cyan jay
#

230k files 😛

#

I don't want to submit in smaller batches tho

#

I mean... it would probably get it checked in after I keep splitting it and retrying but I'd like to get to the root cause of this as I anticipate doing it on a regular basis

#

seems like either a bug in p4 or a misconfiguration on our server

teal bone
#

Checking in 230k files regularly?

cyan jay
#

Each engine upgrade, perhaps

#

it's generally getting further each time as it skips uploading the same files each time

teal bone
#

I've found with p4v that it does things extremely slowly.

#

p4 is a lot faster.

#

The same operation done via the command line for me was 5-6x faster.

#

Probably some sort of parallel operation limit thing going on with p4v.

viscid tinsel
#

Anyone experienced with perforce and Linux?

teal bone
#

Nope.

rotund bobcat
#

just a wild guess

#

@burnt carbon is resident linux man, idk if he uses perforce

teal bone
#

(mad edit skills)

viscid tinsel
#

A friend has setup a server for me with perforce. I’ve been using it as repo for 2 years or more with another person who are developing the game with me

#

Suddenly few days ago we can’t login

rotund bobcat
#

ask the friend?

cyan jay
#

server on a cloud vm somewhere running Linux?

viscid tinsel
#

We dunno what’s going on and the problem I have is that the friend who set it all up disappeared and I lost contact with him

#

And I don’t know how to use Linux or setup or configure perforce server

#

Yeah I rent server from Kimsufi

cyan jay
#

If you can't login, can you SSH into the actual instance?

#

it might have run out of diskspace I guess

viscid tinsel
#

I managed to login to server via puTTy

cyan jay
#

try running df

#

see if anything is 100% usage

viscid tinsel
#

But then I have error with P4SSLDIR apparently not being setup or something

#

It used to be P4PORT error

cyan jay
#

oh.. strange how it just stopped working tho... maybe the certificate expired

#

yeah it can be a bit tricky because you need to setup the SSL certificate as the perforce user (assuming your original dev followed the package installation of p4d)

viscid tinsel
#

I have access to root

#

Account etc

cyan jay
#

I don't have any notes from how I originally set mine up sorry

viscid tinsel
#

I have access to perforce superuser account too for the server but I don’t know how to login into that using putty

cyan jay
#

but basically, the p4d service runs as the perforce user (not root or whatever you log in as).
so you need to make sure the ssl certs you generate are accessible by perforce user
AND that the environment specifying the location is also set on the perforce user

#

different accounts

#

the default p4d package install creates a system user called perforce

viscid tinsel
#

How do I switch between accounts when logged into the server

#

Ohhh you mean the directory

cyan jay
#

my ssl folder is here: /opt/perforce/servers/master/root/ssl

#

it contains certificate.txt and privatekey.txt

viscid tinsel
#

Is there a way to find out how it looks on my server?

#

Or do I need to know the directory to do anything

#

Because I don’t know where it is and where my friend set it up

cyan jay
#

check the /opt/perforce/servers folder first

viscid tinsel
#

How would i do that though through Linux

#

Because my windows pc isn’t the server the server is somewhere in France so I can connect remotely but it’s a Linux server

cyan jay
#

cd /opt/perf then press TAB to autocomplete
each time you can press TAB twice to see a list of sub folders

viscid tinsel
#

Oh that’s helpful gonna give this a go

cyan jay
#

ok, gl, I need to go to bed 😴

viscid tinsel
#

Thanks

limpid obsidian
#

with the new OFPA, are we supposed to be adding these encoded filenames to p4? they look like generated files and I don't see them in the Content Browser

#

the docs suggest that when using OFPA, submission should now be done via the Editor to resolve references

merry verge
#

They should be submitted, yes. Each one is for a different actor in an OFPA level.

#

Submitting through the editor will just show what actor each one is.

ebon hound
#

Hey people. If I move my let’s say 8GB content to different folder, are they getting duplicated? These files are held in LFS.

burnt carbon
#

has anyone experience with git and perforce? I used git for a while, but it got incredible slow, does perforce work better/faster with UE?

pulsar parcel
#

I would say it works better, yes

merry verge
#

Yes*

  • provided you have some sysadmin experience and don't mind troubleshooting things yourself. There is no cheap way to host perforce without DIYing it.
storm sleet
merry verge
#

You can because the actor name is serialized as part of the file, my comment was more about why they suggest using the editor - it's not necessary, it's just because that tells you what actors you're submitting.

brittle magnet
#

After 6 months of constant learning and building I just went with perforce today and a pure project for my game mechanics after loosing a days work last night. When I want to test the code in another project with levels and assets can I just drag the directories over in file explorer or should I migrate? I’m planning to just copy over as I’m sure I’ll be continuing to refine in the pure project and then move updates into the game level projects

cyan jay
woven sluice
north canyon
#

How do I set perforce settings to connect to Source Control Automatically, ive looked over the internet a few times, but I cant seem to find anything that makes too much sense, mostly just more p4v adds. I looked at the plugin settings across UE, tried opening the project from p4v and some other things, hopefully im overlooking something very easy but I know there is a way to have it automatically connect as a project I was part of did it in the past, not sure how to set it up myself tho

#

oh wait, searched this server, think i saw it from here

brittle magnet
reef oriole
reef oriole
# clever vale

One reason I can think of for a failure to create a workspace would be if you already have another SummerCampGame workspace created somewhere else on your computer. Obviously, Unreal logs would tell us the real reason, but that would be one explanation.
Another possibility is if the Repository creation failed, because you don't have the right (your are not an Admin of the Cloud Organization, or of your Plastic SCM server)

woven sluice
#

@brittle magnet that doesn't make any sense at all and I'm not sure what benefit you're hoping to achieve, but if that's what you want to do, I would set up two streams depots. One for your plugin you're developing and one for your other content. You can then import the plugin's subfolder from project A into project B's plugins subfolder

This workflow does make a lot of sense for a shared item like a plugin... Not much sense for core gameplay mechanics at least as I see them

reef oriole
woven sluice
#

Well that's entirely different from what I understood booray is doing but yeah admittedly I haven't gotten into that either

tough swan
#

Hey all
What's the right approach to manage changed engine files, like shaders (stuff that doesn't require rebuilding the engine)? Is there a good way to do it with a binary build? Should we just switch to a source build and commit the changes to our fork of the engine? Or is there a way to somehow override this stuff inside a project?

reef oriole
tough swan
woven sluice
#

i would recommend that if you're going to modify the engine, you should try to do it in a manner that is completely and entirely reliable for your team... a launcher engine might be shared amongst multiple projects, and changes will be undone if anyone repairs the install. if you've got to use a customized engine, go all in and use a custom engine

runic summit
#

I loaded up P4V like normal and somehow it is pointing to a different workspace root folder?

pulsar parcel
#

it won't magically do that on its own

runic summit
#

I thought it was something like a filter placed on it

pulsar parcel
#

some context would be nice

runic summit
#

sorry took awhile, I'm taking a picture remotely

pulsar parcel
#

why would that be your username

#

looks like a workspace name more than anything

runic summit
pulsar parcel
#

and I'm not sure how this is context to your original question

runic summit
#

context - I'm solo but I work on different machines due to reasons

pulsar parcel
#

yes, which means you'd create a new workspace on each machine

#

not a different user

runic summit
#

yes, I've done it for awhile

#

but when I originally did that, I wasn't able to keep track of changes made on which machine

#

this way I can tell when and where I was when I made a change

#

the system has worked fine

pulsar parcel
#

yes you can because you can view the CL which tells you which workspace it was submitted in

#

lol

runic summit
#

but in that screen shot, the LS Local Build is the normal workspace directory

pulsar parcel
#

yes but your screenshot above "sorry took awhile" shows pretty much nothing

runic summit
#

somehow it made "LiveSimProject" today and I have no idea

#

so the workspace folder SHOULD be Local Build

#

but perforce somehow is not wanting to look there

pulsar parcel
#

what?

runic summit
#

the correct workspace on that machine

pulsar parcel
#

the only way a workspace changes to something else is if you edit the workspace to point to a different root

#

this is showing nothing relevant

runic summit
#

it doesn't point there

pulsar parcel
#

this means you edited the workspace and changed the root

#

it did not do this on its own

runic summit
#

okay, how do I do that?

pulsar parcel
#

connection > edit current workspace

runic summit
#

so, I've broken perforce accidently before, and I have no reason to lie to you, but I know for a fact I didn't touch this

#

but in any case - looks like it should now - but if I hit copy will it actually copy or will it detect that those files in these folders are in the same as the stream map?

north canyon
#

Unreal 5 isnt connecting to P4 automatically, i keep having to type in my server and username, is there a way to set it to auto connect?
I keep having to reset it every time i close and open a project.

runic summit
#

try opening up your project using the project file link inside the p4v list

north canyon
#

unfortunately that doesnt fix it, I will say it seems to autofill an old server that no longer exists

runic summit
#

i know sometimes in ue4 we had to go to source control itself sometimes to make it update, then it would work

north canyon
#

right, that seemed to be the case for me as well, ive been part of a few projects using P4 and they did all auto fill, even one with UE Preview versions

runic summit
#

this place?

north canyon
#

but im using a personal project with P4 atm

#

nono, the actual engine itself

#

bottom right connect to source control stuff

#

i have no trouble getting into p4v and launching things, thats all fine, its just once the engine is loaded that it needs to be connected, which i find to be strange

runic summit
#

maybe make a BS perforce repo and connect to it in UE and then change it back

north canyon
#

maybe

#

i did mess with password security level stuff, but seemingly does nothing

runic summit
#

not sure why you would, but I have in the past, make sure you are the right user it can screw up the engine connection too

north canyon
#

yea i should be, there are only two and along the top bar of p4v its showing the right stats

#

right ip port user and pc

#

seems that doesnt persist when launching the engine :/

#

oh wait

#

it might be my environment settings in p4v

runic summit
#

yeah the environment vars can also jack it up

north canyon
#

its strange tho, because when use current is ticked, it was correct, but unticked its my old settings

#

that seems to fix it, it still doesnt auto connect but now at least i dont have to type in everything, now I can just change it from none to P4

#

thankyou!!

runic summit
#

see what happens if you install perforce to another machine and try it then

north canyon
#

i can prob remote to my other machine and see if it autofills

#

prob would need to adjust its p4v settings as well

sacred grail
#

Hello guys, I want to ask do you guys know how to revert back the unreal engine files after the unreal engine crashed from the github

cosmic nest
#

Not sure I get the question, but it sounds like you cloned your repository from github, and when you started doing stuff with the project something got messed up and now the editor is crashing. If you want to get rid of your changes you could open up a terminal in the root of your project repository and run these commands... git checkout . and git clean -f.
I don't really understand your scenario though so this may not be what you want.

#

@sacred grail

short delta
#

Anyone knows how I can see file status in History with Perforce?
I want to see what files were added and what edited in a specific commit.
I cant seem to find that. I got it under Submitted tab, but not in History.

reef oriole
reef oriole
short delta
#

Yeah, but not sure why it doesnt show on the latest. Gonna do some digging.

#

But thanks for the reply @reef oriole . I appreciate it.

vale basin
short delta
vale basin
#

I don't think so. I think it's to stop the program exploding. You can just navigate to an individual file and see it's whole history. Or might need some command line trickery for more

reef oriole
reef oriole
vale basin
#

Good find

hollow pike
#

Hey Source Control channel, I'm about to upgrade to UE5, is there any way to do that WITHOUT going scorched earth on my source control repo and starting from scratch? PlasticSCM if that matters.

rotund bobcat
#

you can just open your project in ue5 and update your code so that it compiles

#

should be source control unrelated

hollow pike
#

Guides recommend opening it as a copy, do I just not do that then?

rotund bobcat
#

you can open without copy if you use version control afaik, you can always revert your changes

#

of course you could first open a copy to see what happens and if you're sure you want to upgrade do it again with the original project

cyan jay
#

If you use source control you essentially always work on a copy of the project.

dusky jackal
#

We are expierincing a weird behaviour with our branches in git!
When changing and hopping branches, without any open VS or Unreal, it occurs to have some binary changes in some blueprints

#

don't know what is going on there

pulsar parcel
warm wasp
#

Hi! I have been trying to access the Unreal Engine Perforce repo, and everywhere I've been it says to get some username and password from developer-access@unrealengine.com, but they do not respond for some time now, am I doing something wrong? Like maybe I have to get these credentials from somewhere else, or maybe buy a license??

rotund bobcat
#

they have a perforce repo?

#

you don't mean the source code on github?

warm wasp
#

I really need that sample

rotund bobcat
#

that's a branch on the github as well

warm wasp
#

I have github access laready, and I did not find the sample there,. more than that, in the comments the author said that he did not put the code on GitHub, let me find it again just to make sure

#

yeah, "We don’t currently release projects on GitHub. We only release them from the UE4 launcher or via Perforce access."

rotund bobcat
#

but what this

#

idk didn't read the whole thing

warm wasp
#

Yes, but in the comments the author says different thing

rotund bobcat
#

but never see unreal source code access through perforce though, so can't help you on that one

warm wasp
#

idk...

#

ok, thanks, I will search some more

rotund bobcat
#

oh

#

TIL

warm wasp
#

but nothing at all on how to get access to said repo

rotund bobcat
#

ah you need custom license agreement

warm wasp
#

ohhhhh, now I see, so I do need a license

#

thanks

umbral bobcat
#

and need to clean up the locks manually all the time... it even locks out itself from files some times

reef oriole
unborn relic
reef oriole
unborn relic
reef oriole
# unborn relic yeah, wanted to know if the plugin is good to work with git. the one they forked...

the one they forked is mine 😉
actually, it's the Unreal Editor going through the Engine Content and Plugins Content folder (same with all the source control providers) but yes it's often bad so I worked recently to skip this part with Plastics SCM... though ultimately it should probably be a setting! (it depends if you have one repo for the game only, a repo for both, or two separate repos)

unborn relic
reef oriole
#

I you don't work with locks at all (meaning not working with other people, or not too many) I think that you could use the git plugin in the Editor, the one saying "beta"
If this one doesn't suit your needs, I would love to know what is missing so I can get it improved over time

#

ProjectBorealis is much faster with locks for sure (like they have a process running to keep the connection opened)

unborn relic
#

I tried to use locks with git, but that wasn't a good exp, so I removed them again. Also our team is very small, so it's fine to not lock the files, as we usually don't touch other ppls files

pulsar parcel
#

And it's read only access as you can imagine

rotund bobcat
#

that's what I said

pulsar parcel
#

Except the first few messages were banging on about GitHub

#

So I skipped past it

rotund bobcat
#

well, we got there in the end

pulsar parcel
#

But licensing the engine is worth it for anything bigger than a solo shop

#

UDN being the main reason, but P4 does make grabbing console support files easier

umbral bobcat
teal bone
#

UDN cost you $1500/yr per person.

umbral bobcat
teal bone
#

Shrug

umbral bobcat
umbral bobcat
# unborn relic is it good if you don't use locks?

if you do teamwork locks make sense in general i think... especially with all that binary stuff... so no one overrides the work of the other one... surely. if you have different timezones or are sitting in the same room and always push and pull changes again i think it is not as problematic not to use locks

pulsar parcel
#

There isn't a fixed fee for licensing

#

You can even negotiate it down later, well usually

unborn relic
umbral bobcat
#

btw... now much does cost perforce over 5 users if self hosted... does someone know that?

outer flicker
#

Hello, me and a friend are using multi user in Unreal 5. Works like a charm until either of us do a project settings change like input or adding a channel etc. it'll crash the session and we'll have to reset essentially every time an edit is done to the project settings since it doesn't update the session files I guess. Anyone have a fix for this?

deft merlin
#

hi. it is safe to delete intermediate in engine folder?

main pine
#

Anyone know how to change the Fetch Upstream button on GitHub on a forked repo?

I have a custom branch but the upstream is to release, can't find a way in GitHub to change that particular button

#

Like would love for the Upstream there to be the 5.0 branch

#

Made 5.0 default of the fork but no change in case

quaint obsidian
hexed hatch
#

is there a good way to git ignore hlods? Having 20k changed files everytime you build them isnt ideal. I guess I could ignore the folder they are stored in but that doesnt seem like a good solution.

muted gulch
#

Git + SourceTree peoples. I want to update a PR on Github, ideally just byupdatng the original commit. How do you force push through ST?

rotund bobcat
#

you have to enable it first somewhere in the settings if I recall correctly

#

been a while since I used it

#

Tools > Options > Git > Enable force push

#

at least in my slightly older version of source tree

#

and then if you do push, in the popup window there's a checkbox "Force Push"

muted gulch
#

yeah that's it, thanks!

#

Still registered as 2 commits on GIT.. ah well

rotund bobcat
#

well if you wanted to make it 1 commit you could squash them locally and then force push again afaik

#

never done it myself though

#

we just always squash on merge of PR

rough coral
#

I can't help with ST though, I'm a console user 😄

clever otter
#

Is it possible to view changes inchangesets via Githhub when working in Blueprints? aka see the changes made in BPs / Settings etc? Or perhaps there is a plugin which supports this somebody knows of? Cheers!

jolly fog
#

Having a problem where I made a .gitignore to ignore Unreal files that should not be included such as Binaries/ , but it is still saying they are too big to push.

#

When git should not be pushing them.

#

I have the .gitignore in the folder just above my Unreal project directory in the file system.

#

files such as Browse.VC.db which is in .vs, but .vs/ is in .gitignore.

#

remote: error: File MOLD/.vs/MOLD/v17/Browse.VC.db is 714.44 MB; this exceeds GitHub's file size limit of 100.00 MB

merry verge
#

if you already committed the files then .gitignore does nothing

#

you need to remove them from history

jolly fog
#

Yeah I tried to revert what is committed with git rm -r --cached MOLD/ MOLD is the Unreal project folder

#

but it still registers some old history it seems, ignoring the git ignore.

#

Maybe rolling back the branch will help

jolly fog
#

I rolled it back and it still insists on adding files from places specified not to add from in .gitignore.

#

Does .gitignore have to be in the actual project folder for Unreal? I'm doing git add on the entire project folder and the .gitignore is just outside of the project folder.

merry verge
#

it has to be at the root of the git repo (or a subdirectory but that's rare for this sort of thing)

#

it also won't affect files already staged for commit, you need to unstage them

gaunt yarrow
#

is source control any different in ue5 compared to ue4

#

so i can watch all the tutorials for ue4 and do them all just fine and have everything running properly with just ue4 info?

#

on ue5

quiet canopy
#

What's ofpa?

jolly fog
#

Having some issues. I'm using a git ignore file which has this: Intermediate/\ and a * at the end of that

#

discord wouldn't let me show the last \

#

Is this outdated syntax for git ignore? Because it isn't ignoring the directories

limpid obsidian
#

@jolly fog if the ignore file is located in the same dir as *.uproject then Intermediate\ should work just fine

jolly fog
#

Oh, it's a folder up in the hierarchy

#

not in the same dir

storm sleet
#

Is your .uproject in a subdirectory? What's the root of the repo?

The .gitignore must be in the root directory of the repo, and paths relative to that

ornate willow
#

.gitattributes: tracking a new filetype for LFS - instead of tracking *.png, adding it as *.[pP][nN][gG], to catch .png .PnG ect. Is this necessary? Surely at this point GUIs like Sourcetree would add it like that by default if it was a problem right?

vale basin
#

create a dummy file with a simple filter, and see if it shows up

#

good point though, never thought about it as windows is case insensitive so most programs do case insensitive checks. Gits origins in linux though might be different

ornate willow
#

okay I tried it, adding *.dumb will catch .DuMb and .DUMB, so the above is not necessary. (on windows)
Thanks for playing! See you next time on: IS, IT, NECESSARY!!

#

although I am using source tree, didn't test with CLI. So it's either a windows being case insensitive like you said, or it's sourcetree. I'm inclined to believe the former

merry verge
#

You tried it on what platform though

#

On windows that might work fine, the issue is linux. If you're never going to use linux it's probably a non-issue but it doesn't mean the advice is unnecessary.

#

Or just... don't use capitalization in file extensions 😛

ornate willow
#

Windows with sourcetree, and yes this is definitely true 😛 When will files ever get saved in anything except lower case? Probably never. Would be nice to know though, what if it is an OS thing and just coincidence that everyone running p4 or git sever from home has just never had any program save a file thats not all lower case, what if it's actually p4/git or the p4v/gitGUI that is actually doing it

wheat mica
#

Hello guys, perforce question, is it possible for designers not to have to compile with visual studio?

rotund bobcat
#

If you add your binaries to source control or something similar yes

reef oriole
rotund bobcat
#

UGS also comes to mind for this

#

never used it myself though

reef oriole
#

or have a build machine do that automatically every time some source code is submitted

#

I have done that myself 🙂

rotund bobcat
#

yeah we did that, every time we commit to main it would build and push binaries to a specific folder

#

than with a git merge hook it put it in the correct folder on artist machines

reef oriole
#

With Perforce, there is even a metadata to let the server keep only a short number of revisions for such dll & pdb big binary artifacts
https://www.perforce.com/manuals/p4guide/Content/P4Guide/filetypes.modifiers.html

+Sn

Only the most recent n revisions are stored, where n is a number from 1 to 10, or 16, 32, 64, 128, 256, or 512.

Older revisions are purged from the depot upon submission of more than n new revisions, or if you change an existing +Sn file’s n to a number less than its current value. For details, see the Helix Core Command-Line (P4) Reference.

Using an +Sn file modifier results in special behavior when you delete and re-add a file: no file revisions are deleted that were submitted before the add or delete. For example, if a file of type +S2 is marked as deleted in revision 5, and then re-added with the same file type and modifier, revisions 3 and 4 are not purged.

rotund bobcat
#

that's nice

wheat mica
dusk flume
#

Has anyone had issues with opening the sln file in visual studio code 2017? I’m having an issue where the project does not show up in the server explorer after I open it.

quaint obsidian
#

i think 2017 support was dropped in ue5

#

or maybe that was 2015

#

Anyways, probably should ask this in #cpp

reef oriole
crisp widget
#

Hey I'm getting this weird issue in a multiuser session where I can't persist the changes. There is an error coming up "Error: failed to copy file (filepath) when persisting sandbox state. The asset is checked out through perforce, but I can't persist the changes

waxen hare
#

Can you push to private repositories on github and if so, is it the same process?

rotund bobcat
#

if you have access to the repository yes

#

it's exactly the same

waxen hare
#

I keep getting the error "remote: Repository not found."

rotund bobcat
#

are you using the correct remote url

waxen hare
#

Do I have to use SSH instead of HTTPS?

rotund bobcat
#

both should work

waxen hare
pulsar parcel
#

probably not authed

reef oriole
waxen hare
#

Still the same error, I'll start again from scratch and see

#

I can't even clone it.. It says the same thing "remote: Repository not found."

#

Maybe I'm missing something fundamental?

pulsar parcel
#

yeah, authenticating

reef oriole
#

Can you try using Github Desktop GUI?
should be a lot easier to handle authenticating with it
Then you can always switch to other tools

waxen hare
#

True

gritty nacelle
#

Question for you all...Let's say you were using version control software while working with a team that had an activity feed where you could see all kinds of updates from teammates. What kind of updates would you want to see on that feed? What would be useful? What wouldn't?

pulsar parcel
#

we just have a slack channel that perforce commits get dumped to

rotund bobcat
#

result of automated build is always interesting if you have that set up

#

especially when it fails

#

possibly when something is merged to main

merry verge
#

I'd say the only thing I care about from my team's "activity" comes through from seeing their code reviews go up.

gritty nacelle
rotund bobcat
#

tbh I think it would depend

#

if you have a team of 100 developers, that shit would annoy the fuck out of me

#

but if we would be like 5 people, maybe

gritty nacelle
#

Yea theres no good way to sort then. I find it kind of chaotic

gritty nacelle
merry verge
#

Software engineer, as is everyone else on my team.

#

My team owns a very specific subset of code and anything touching that gets a code review -> I can see what everyone is doing based on them putting up code reviews. Any sort of activity feed beyond that would be incredibly overwhelming due to working in a studio with hundreds of people submitting things all the time. Even filtering that down just to stuff I care about, code review notifications have to happen regardless to make sure people look at them so anything more would just be extra noise.

#

On a small team that doesn't really gate checkins something like that might be fine, but I fail to see the value otherwise. I guess artist/designers don't really have code reviews for every change so it might be valuable there.

rotund bobcat
#

don't you guys get mails or something if you're added as reviewer

#

or you guys work with a "whoever reviews first" kinda system

merry verge
#

we get emails, and that's sort of my point

#

I'm going to see all the activity relevant to me just through that so anything more would just be either ignored altogether or add to the noise.

#

So I don't think it's something I'd personally use - if I really want to see everything happening outside of those emails I'd just look at the history for a folder or w/e. But I can see something like that maybe being useful for artists as I said.

gritty nacelle
#

Maybe for project managers or producers as well

#

Now I'm thinking about the art stuff. Would you want to see that as an engineer?

rotund bobcat
#

nothing probably

gritty nacelle
#

yeaa

mighty light
#

so i followed this article (https://aricodes.net/posts/perforce-server-with-docker/) and im getting this in docker logs p4dctl warning: Service 'master' does not exist in config file. Ignored. No services configured. anyone know how to fix it? in my config folder (/etc/perforce/p4dctl.conf.d) i have master.conf but its empty

jolly fog
#

Someone tried to pull my project down from a repo and got this : A fatal error occurred. The required library hostfxr.dll could not be found.

mighty light
umbral bobcat
devout walrus
kind yarrow
#

Hi, as an Artist, I'm really out of my element here. But does anyone have experience with Nvidia's NvRTX Custom branch? Don't know why but, I can't make it work properly. The engine starts up fine, but the Caustics don't seem to work, and the custom engine weighs around 120GB, don't know if that's normal.

mighty light
#

with perforce, my main depot should not contain built binaries right? like my game and pluging dlls and intermediate folders. but for team members who cant/dont need to build them, how can i supply them while keeping the files up to date? do i make a new depot with just the binaries in it?

pulsar parcel
#

You don't need the metadata server but adds a few features

mighty light
#

ah ok thanks. since im using a source build of unreal, do i need to commit the entire engine source to the steam including my project? i have my project as a folder inside the engine source

pulsar parcel
mighty light
#

oh excellent

pulsar parcel
#

One of the build graph examples has the typical workflow for uploading binaries to p4 for use with UGS

mighty light
#

oh ive read through the build graph docs and it never mentioned UGS

pulsar parcel
#

It handles building, zipping binaries up, and submitting it

mighty light
mighty light
#

so with perforce, ive seen that if i want to use an ignore file or set the typemap, i have to set P4PORT/P4USER/P4CLIENT/P4IGNORE, and thats fine. but if i then log in to a different server, do i really have to do all that again? does it get saved? like if i log in to server A and set the ignore, log in to server B and set the ignore, if i log back in to server A do i have to set the ignore again (same question for the typemap too)? why doesnt perforce auto-detect an ignore file like git does

woven sluice
#

no, don't do any of that first stuff at all

#

set P4CONFIG instead

#

and then put a config file in each project's root folder containing the P4PORT/P4USER/P4CLIENT/P4IGNORE for that project

mighty light
#

aslso my ignore file is set to ignore p4config files, will this affect anything?

woven sluice
#

P4 will read and use any environment variables you set for their respective purpose

#

in this case if you set P4CONFIG it will look for a config file by that name

mighty light
#

ah ok

#

does it matter if its p4config.txt or .p4config?

woven sluice
#

all that matters is that the filename matches the environment variable value

mighty light
#

hmm ok so i have a p4config per-project, does that mean if i switch projects i need to re-set the environment variable to point to the new project p4config?

woven sluice
#

no it means -you- make your own p4configs as you need them

#

you decide what file you want, you make it. if your team uses a shared ignore, you could ask them to add it to the ignore, it very likely won't affect anyone else

#

otherwise you shove the file into its own changelist and never submit it 🙃

#

or oh, "with p4 2015.1 and later clients, P4CONFIG files are ignored by default" not an issue then, TIL

mighty light
woven sluice
#

no i didn't, i said the file name, as in my screenshot there

mighty light
#

ohhhhhhhhhhhh

woven sluice
#

kek i blurred out all my KWilcox names everywhere and left it on the very top utried

mighty light
#

idk what that means but thanks for pointing out my misreading

#

so perforce will automagically just use the p4config thing whenever i switch workspaces right?

woven sluice
#

it will look for the file you specify by the name you specify. if it finds it, it will look for config settings inside of it and use any that it finds for all commands

mighty light
#

How does the type map command work? Is it a server thing or per-user?

#

When I try to run it on my remote server from my pc, it says I don't have permission

woven sluice
#

typemap is purely server side and is used by the server to set the file type on all newly added files, you must need an admit account i guess?

mighty light
#

Ah fair enough. I can temporarily make myself a super user to run it

mighty light
#

UGS seems very complicated to setup. I'm guessing I'm supposed to build it myself then distribute the installer to the team

cyan jay
#

It is a bit fiddly, I did it last week and it wasn't too bad in the end.

cyan jay
somber kraken
#

Hey guys what would you recommend to host a perforce server at home / intel NUC ?

mighty light
somber kraken
#

I want to host my own perforce and not on my PC I want to buy something instead of paying Amazon every month …

mighty light
#

do you have a raspberry pi or old pc tower/laptop laying around?

somber kraken
#

I have serveral PIs but I think that if we are 10 working … it won’t be really a good solution

mighty light
#

why not?

#

you really dont need super enterprise hardware to host a server

#

the biggest bottleneck would be your network

#

imo you are better off starting with one of your pis or other hardware you currently have and if it proves to be too slow your migration would be easy af

vale basin
#

A nuc will be perfect. Even a Nas can be a good option. Storage in a pi is a bit annoying and hacky with pcie, and I'd personally avoid using USB hard drives for p4.

somber kraken
#

I have 10g network

#

Yep ssd internal and backup on cold hdd

vale basin
#

Yeah. Backup is still key

#

You won't need the craziest nuc, just load it up with storage

somber kraken
#

I’m looking for arm alternatives

vale basin
#

Does p4 have arm binaries?

#

Server binaries I mean

somber kraken
#

Yep I think so

vale basin
#

Just looked, seems x86 and x64 only

somber kraken
vale basin
#

Perforce themselves no longer support the ARM platform and the downloads are simply provided as a convenience. I am not liable for damages or any loss of data nor is there any warranty provided expressed or otherwise.

#

From that article

#

If you are at a stage where you can justify spending money, dont cut corners imo

mighty light
#

ah fair

#

might be worth buying something like a microserver but those are pretty expensive. one of those would set you up for years as a small team though

vale basin
#

Look at a series from serve the home on YouTube called tinyminimicro, he looks into getting new and second hand small form factor desktops for usage as a server

#

I won't say server gear is pointless, far from it, but on the low end, may as well just get desktop gear in a good form factor for yourself

somber kraken
#

I just need to check for nuc consumption

somber kraken
vale basin
#

Theres heaps around. Checkout the minisforum ones as well. Alternatively, If you want something cheap and lower power there's various rebranded ones, QOTOM is one such brand of it, that are commonly used as poweful routers with pfsense

mighty light
#

so the UGS stuff is still pretty confusing and im wondering if i really need it. at the moment its just me and one other person. im using a source build of ue so i can build my own editor and the project itself. my friend however can not, so i need to provide them with the engine and project binaries. the ue docs on perforce say i can just submit the binaries folder of the project to allow this (and by extension im guessing i can do Engine/Binaries?). since im not modifying the engine source, the binaries wont change, but the project binaries would change every time the code changes. so do i really need UGS? it would i be better off just submitting the Binaries folders

vale basin
#

If you are changing the engine regularly, I'd look at ugs. Previously I had a custom branch of the engine that had a few modifications, but didn't see heavy changes, so I made an installed build of the engine and gave that to the rest of the team. Then just sync game binaries via perforce as normal.

#

Look into a CI setup though like teamcity or Jenkins to automate builds

mighty light
wheat mica
#

Hey, have some trobles with perforce. I install it again, and during the configure-helix-p4d script, in the end, I have a p4dctl error:

Configuring p4d service 'UnrealProjects' with the information you specified...

SSL certificates found in ssl
Server switched to Unicode mode.
p4dctl error:
        'UnrealProjects' p4d: '/opt/perforce/sbin/p4d' exited with status 255.
Started 0 services.
p4dctl error:
        Not all services started successfully.
iron bronze
wheat mica
#

where is this log file ?

iron bronze
mighty light
iron bronze
wheat mica
#

this file /etc/perforce/p4dctl.conf?

iron bronze
#

Under that directory yes

wheat mica
#

I haven't congfigure anything here

#

default files here

iron bronze
iron bronze
mighty light
iron bronze
#

As long as you have the right sdks installed, double clicking on the .uproject will automatically build the editor in the background without any hassle

wheat mica
iron bronze
wheat mica
#

ok I set it becuase there is no P4LOG

#

btw I tried to run p4d command and I got this:

➜  ~ p4d
Perforce Server starting...
Perforce server warning:
        Pid 2243500
        Operation: topologyRegistration
        No entries made in db.topology for server address: '1666', dest address: '' and serverID: ''.
        ServerID for the server should be set.
mighty light
iron bronze
iron bronze
#

Also dont run p4d without any commandline argument, unless you already have a bunch of p4 env vars properly set

mighty light
wheat mica
woven sluice
# mighty light ok thanks. im not against it, its just a bit confusing for me to understand how ...

I didn't want to push you away from it all earlier, but no, you don't "need" it. Is there any chance you have a CI build server? I would put that at a higher priority. Without one you will find it a pain to remember to manually commit binaries and you will not really be able to ever have a second coder on the team.

No matter what you might want to set up file types and typemap so that you don't store every old revision of big dll and pdb files and you either want to set binaries files as always writable (if you intend to commit them manually) or ignored by your stream mapping (if you have CI to build and commit them for you)

#

My team has been doing alpha/beta dev very happily without UGS for a couple years now. CI server takes care of immediately updating Dlls when any coder commits code file changes, and everyone gets notified via a discord bot when the build starts and if it succeeds or fails. Artists just don't update while it shows build in progress or red light. Took me a good few days to set up though. Fantastic workflow for very small and slower moving teams. More error prone for larger teams and would use UGS there.

iron bronze
wheat mica
#

oh

#

Database is at old upgrade level 44. Use 'p4d -r /home/ac/UnrealProjects/root -xu' to upgrade to level 47.

#

ok so I have to do that and restart

mighty light
# woven sluice I didn't want to push you away from it all earlier, but no, you don't "need" it....

I don't have a CI set up. I sort of understand what you are saying but don't know how to do any of it. As I said before I've only just set up perforce and am having slight difficulty with the admin side of it. I'm coming from git/hg and none of my (non game dev) experience has dealt with binary files. Images and stuff were just committed to the repo and never touched since they were placeholder

woven sluice
#

Yeah, that's all pretty normal. Only thing I might say is abnormal is subjecting yourself to a full engine source build at your level of experience... Challenges on top of challenges

mighty light
#

I just want to get my project to the point where adding new people is trivial and I don't have to do some weird gymnastics stuff to get them going. Right now I guess am installed build would be a good idea since it's me plus a designer

vale basin
#

If all you want is dedicated servers you can probably just use the launcher build for you and your team and just do builds from the engine source

#

Save yourself some heart ache

#

For dev just use listen servers

uneven oyster
#

What's the best way to do a full sync with Perforce? Do I just close Unreal and 'Get Latest' in P4V, or is there a good way to do this in Unreal? I tried to Sync my Content folder, and that was a mistake. 😄

woeful turtle
#

this is my channel

#

begone git

pulsar parcel
#

without the metadata server, it's a simple deployment

pale portal
#

hi, where can I ask for help about github

teal bone
#

If it's unreal related... here?

pale portal
rotund bobcat
#

well, this is for ue

teal bone
#

Go ask in a unity help server then?

pale portal
#

it's about github

rotund bobcat
#

I guess you can ask though if it's generic

#

ask and see

#

don't ask to ask

pale portal
#

to avoid warn and these stuff , anyway the problem with upload +50mb with github

rotund bobcat
#

if you just ask generic git question, how would the mods ever know if it's unity or unreal 😄

pale portal
#
remote: error: File Library/il2cpp_android_arm64-v8a/il2cpp_cache/linkresult_BC1A83F088923D5184A2C64809C34E43/libil2cpp.dbg.so

 is 240.48 MB; this exceeds GitHub's file size limit of 100.00 MB
rotund bobcat
#

yeah that's a github limit

pale portal
#

I have 2 types of files, the first thing is the files with more than 100mb

rotund bobcat
#

you want to use git lfs probably

pale portal
rotund bobcat
#

idk if that's free on github

pale portal
#

I add these files but still

pale portal
rotund bobcat
#

in your .gitattributes?

#

you have the extensions?

pale portal
#

I install it

rotund bobcat
#

and if this file was added to sourcecontrol alreayd it's fucked

#

lfs only picks up new files added to source control

#

so if you want to move it to lfs you'd have to rewrite the history

#

or save it as a different file maybe? idk

pale portal
#

bruh

#

I don't have any problem

#

to delete the whole history

#

also I have a file called .git

#

it has sourcetreeconfig

pale portal
rotund bobcat
#

maybe

#

don't forget to init your lfs first before adding the big files

rotund bobcat
#

well if you're making a new repo ???

pale portal
#

init for each new resp?

pale portal
#

thx bro

#

I'll see if this thing will work

mighty light
pulsar parcel
#

there's a .NET 5 port of the metadata server

#

and I updated that to .NET 6

mighty light
#

I've read that ugs should go in its own local depot, so do I end up with 3 depots/streams? Like my project would be a stream, I have a local depot for UGS and then do my precompiled binaries go in their own stream? Or do they get merged with my project mainline?

mighty light
pulsar parcel
#

no it's a third party fork

#

you can just make a stream for the binaries

#

not sure where you got 3 from

mighty light
pulsar parcel
#

you don't need a workspace for the UGS build

mighty light
#

OK I've been lied to then. There's a bunch of YouTube videos of was watching on how to set this up and they said to do this :( also an article I was reading said to do this, I'll try and find the link

pulsar parcel
#

you have a workspace to upload the UGS build, other team members do not need to do this and would typically run the installer generated by the UGS project (UnrealGameSync.msi)

mighty light
#

so is the UGS depot just for updating UGS itself? it doesnt contain any binaries right?

pulsar parcel
#

the UGS depot is for UGS binaries but does not need a workspace for it to work

mighty light
#

i got it :D. for future reference: if anyone gets Could not find engine in Perforce relative to project path, make sure you have Engine/Build/Build.version. if you are using P4IGNORE and its set to ignore Engine/Build, you can allow this specific file by adding !Engine/Build/Build.version to your P4IGNORE file

whole perch
#

Heyo, so my friend and I set up source control with visualSVN/Tortoise, and whenever he tries to sync using the in game source control option, he experiences a memory leak and an eventual crash. Any ideas?

pulsar parcel
mighty light
#

is the UGS metadata server CI itself? or does it just monitor CI like jenkins

pulsar parcel
#

it shows you who's on what build, allows you to add comments, mark builds as good/bad

#

Horde being worked on is more an all-in-one with a custom CI that also provides an implementation of the UGS metadata API

mighty light
#

i think i might leave CI for now. ive only been able to find like 2 "write ups" about how to integrate it into perforce and stuff and it seems like a pretty big task. im the main programmer so its not a big deal for me to manually upload the binaries

mighty light
#

Any successfully compiled binaries should be stored in the intermediate or binaries folders either in the engine, project, or plugin

digital flint
#

does anyone experience crash due to lacks of memory during saving map's actors using subversion?

mighty light
#

does anyone know of a good ignore file i can use for perforce for a source build? each one i look at seems to vary wildly

limpid obsidian
mighty light
limpid obsidian
short delta
#

Hi all,

Anyone knows if its possible to print changelog list range to a text?
Lets say, I want a list of all changes from start date to end date.

urban crystal
#

(assuming you're using perforce ofc)

reef latch
#

Hi, I have a git repository set up on my mac. When I clone the repository using ssh onto a windows pc, the source folder is not present in the cloned repository. How do I get the source folder as well?

#

Should I just manually transfer the source folder?

merry verge
#

sounds like you didn't commit anything in the source folder

reef latch
merry verge
#

which likely only dealt with content files

reef latch
merry verge
#

commit the source files

reef latch
woven sluice
#

you maybe probably want to spend a few hours on git tutorials

merry verge
#

I suggest downloading a git ui such as sourcetree (or something else? I don't know what the latest and greatest is right now) and learning how to use it. Or go whole-hog and do ^

merry verge
#

Github desktop isn't great but you can use that too

reef latch
#

So how do I commit to source files?

woven sluice
#

now you definitely probably want to spend a few hours on git tutorials

woven sluice
#

(not necessarily command line git just general "what is it and how to work with it" tutorials)

reef latch
#

Thanks for the suggestion

mighty light
#

is it normal to have like 236k (236 thousand) files being added to a perforce depot for the first changelist? its a fresh github clone and all ive done is run Engine/Binaries/DotNet/win-64/GitDependencies.exe. i have not built the engine or my project. im using a p4ignore file (https://github.com/mattmarcin/ue4-perforce/blob/master/.p4ignore)

rotund bobcat
#

what are you doing?

#

did you download the whole source and uploading it to your own repo?

mighty light
rotund bobcat
#

the first question would be, do you need a source build?

mighty light
#

ye for dedicated servers

rotund bobcat
#

if so, in perforce flow idk. But in git, you would just create a fork of the engine repository to your own repo

#

then it only tracks changes from then on afaik

mighty light
#

right

rotund bobcat
#

and then you checkout your own forked repo

#

and you can make changes

pulsar parcel
mighty light
# pulsar parcel this is normal, if you end up deploying UGS, use the sync filters

Is the p4ignore supposed to mostly be for the initial change list (ie fresh clone + git dependencies + project)? Because once I build my project and "mark for add" my entire engine + project folders, it adds all the engine programs like all the automation tool which is included with the PCBs in unreal game sync. So it seems like the solution is "just don't add the engine folders"

pulsar parcel
#

I have a depot which is just the clean engine, no modifications and not built. that is reconciled

#

then upgrading the engine is just a merge/integrate which helps when you've made engine changes

mighty light
pulsar parcel
#

running the command p4 reconcile

#

and we do

mighty light
#

😵‍💫

#

I feel like there's something I'm not understanding about how this is supposed to work

#

Do you submit the entire engine source with your project? So your project mainline would be //main/myProject and would also have //main/Engine/... ?

pulsar parcel
#

yes

#

and I said depot

#

//engine-unreal/...
//myproject/...

#

//engine-unreal contains the vanilla engine, added (or reconciled when it's an upgrade) from a clean checkout of the github after Setup.bat is run

#

//myproject/branch/... has //engine-unreal/... merged into it to integrate the source engine and to perform engine upgrades

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this doesn't interfere with the project since that's in its own subdirectory that doesn't exist in the engine checkout

mighty light
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i am confusion. maybe i can pay someone to set it up for me or something

jolly fog
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Hi everyone, I am using azure devops but when I try to pull the project it says "..... lts file not found". So, it downloads 500kb project. I can see the elements of project on the repository but I think it is just about names not the project files itself. Like test.ueasset = 1kb. Is there anyone that use the git with devops for unreal?

storm sleet
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That sounds like git lfs is missing something, maybe some storage setting or whatever. Sorry I can't help more, I'm not a git lfs user

jolly fog
storm sleet
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I'm using Plastic SCM, it's great

noble cedar
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Hey, bit of a "general" question about using Perforce with UE4: What's the best practice if you want to do a bunch of experimental work which may potentially touch a lot of different Blueprint files and it likely to break stuff? On my last project, we used Git, so having a ton of branches, making frequent commits and rolling back if necessary was all pretty trivial. I'm less familiar with P4, but it seems like this kind of workflow isn't as well supported? As in, I can only have one "shelf" which just seems to represent the most recent local version of the files it contains? While I've seen reference to "branches" in the P4 docs, the team I've joined doesn't seem to use them so I'm a little unsure how much additional complexity it would create to start using them as well...

vale basin
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Branching binary files is not like branching code. You can't merge binaries. Branching in perforce typically involves more structure than branching in git, with the understanding that merges will clobber changes in some form. The obvious thing is release branches. The less clear and path is branches for teams, and defining what folders or files will be prioritized for each time. Syncing branches often can alleviate some of these issues, but doesn't solve them.

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As a result, branching isn't leveraged as much, some teams don't really branch at all

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Some teams split code into git and binaries into p4, but the complication there is blueprints. Where does code end, and where do assets begin?

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Tldr, branching is complicated with binary files

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You can do task streams in which you do your work and then merge it back in. The trick there is though the rest of the team is prepared for the files being worked on will be clobbered when the branch merges in.

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That way sweeping changes and refactors don't break the project for people, but noone will lose work by working on a file they know will be overriden

noble cedar
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Aha, task streams sound like something that I should familiarise myself with, thanks!

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Agree with everything re: branching & BPs, you do need to be super careful not to waste other team members' time by clobbering each other's changes (would be lovely if BPs were more merge-able though!)

noble cedar
vale basin
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I'm just highlighting there needs to be some communication and understanding that both changes can't survive. You and others won't be blocked from checking out a file in either stream

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And yes, a file can be checked out in both streams at once I'm pretty sure

boreal tide
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Hey guys. I have a question about GIT LFS and Locking with UE4GIT. Sometimes when merging a branch I get an error saying that I can't push because a file is locked, although the file was never modified in my branch. Do you have any idea on why that happens?

polar wraith
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I want to base a project on or use assets from the City Sample. For GIT, how can I set the project up in a smart way that I don't need to upload the asset files to a remote repo, and rather give "instructions" on downloading the assets?
I tried to google this, but my google-fu must be lacking.

rotund bobcat
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you can ignore the assets in the .gitignore

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good luck with people following instructions though 😄

bitter sun
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quick dumb question: are stashes act like local history of files in P4?

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i need to backup a file but shouldnt submit, are stashes useful in this case?

rotund bobcat
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not really the intention of stashes

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stashing is like storing your work temporarily, so you can work on something else, and then apply your stash again to get your changes back

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I guess technically you could do what you want with it though

quaint obsidian
woven sluice
# noble cedar Agree with everything re: branching & BPs, you do need to be super careful not t...

FWIW, UE does contain a feature that is supposed to let you see the status of a blueprint across other streams... but you have to hard-code the stream name into the system with some C++... I haven't actually used it, but it should in theory help automate some of that nuisance, although it would be a pain to keep modifying it for personal tasks it's nice to know in case your team ever wants to work as a group on something on the side. the keyword to search engine source for is "RegisterStateBranches"

vale basin
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TIL, great tip

umbral arch
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Some one ever has this problem on mac ?
When I run p4v, it shows this windows and if I click reconnect, it just reappears the same and if I click work disconnected, it disappear but I don't have the tabs to open new connections

mighty light
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p4v seems to be stuck submitting a giant big ass changelist. any ideas how i can get it unstuck? the main client progress bar is still going and i can still interact with it (but its slow). last time i left it like this overnight and it made no progress. the server is a different machine on the same network (wired), its still operational although i have not checked the logs on it

fickle plank
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I followed multiple tutorials, reinstalled perforce multiple times and made so many workspaces, but Unreal doesn't want to show any of the workspaces that I locally made no matter what I do. When I click on the dropdown it never shows anything. I setup the server on localhost:1666 but when I add localhost: before the port number it doesn't change anything

mighty light
fickle plank
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I'm using UE4.27.2

mighty light
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eg localhost:1666 if your server is local

fickle plank
mighty light
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ah ye i just read that lmao

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what happens when you click Accept Settings?

fickle plank
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People in all of the tutorials I watched had the same issue, but fixed it by submitting to the server, however when I did that it still didn't change anything

fickle plank
mighty light
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what error

fickle plank
mighty light
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show the whole message

fickle plank
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It's complaining that the workspace space is empty

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When I input the name of my workspace it doesn't recognize it

mighty light
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what happens if you specify the workspace manually

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hm

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maybe ssl:localhost:1666?

fickle plank
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I'm very new to source control and I don't really know anything. I just want to get my teammate to work on the same project as I am

fickle plank
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didn't work

mighty light
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that is basically the extent of my diagnostic help with perforce. i dont even know where the logs are stored. if you find out id suggest reading those, it might help you out.. maybe

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is unreal editor allowed to access your network?

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it probably doesnt matter if your server is running on the same pc but i thought id ask anyway

fickle plank
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It should be. How do I check it in windows?

mighty light
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check windows firewall settings

fickle plank
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Unreal is allowed in firewall

mighty light
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ye sorry im out of ideas then. might have to wait for some of the more experienced people to come on

fickle plank
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Maybe the problem is that I installed the server on a different drive, since my C: drive doesn't have any space for large projects like mine

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Alright I saw that I need some Unreal Game sync? I'll read the documentation about it

mighty light
fickle plank
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Sad

woven sluice
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You might also consider turning on parallel sync... You'll lose the visual progress bar but it will go ten times faster

mighty light
woven sluice
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Waste as much time as I did figuring this out probably? shrugs sadcatthumbsup

woven sluice
fickle plank
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Then when I set up perforce server I wrote localhost:1666

woven sluice
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sherthonkholmes and obviously the server is running because you're using it with p4v the same way...

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Don't expect this to work but have you tried entering actual local ip numbers, i.e. 127.0.0.1:1666 or 192.168.0.xxx:1666 LAN ip?

cyan jay
jolly fog
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I'm trying to push the stuff outlined in the pic.

Its disk size is 9.6 GB (5.1 GB Git LFS + 4.5 GB files).

However when I run the push command, I am stuck with this:

PS D:\dev\EdTechAI> git push -u origin main --progress
warning: redirecting to https://gitlab.com/Vivraan/EdTechAI.git/
Locking support detected on remote "origin". Consider enabling it with:
  $ git config lfs.https://gitlab.com/Vivraan/EdTechAI.git/info/lfs.locksverify true
Uploading LFS objects:  80% (4/5), 28 GB | 3.5 MB/s

What should I do?

rotund bobcat
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stuck as in it stays on that?

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probably just pushing a really large file?

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if stuck forever just try cancelling and pushing again I guess

jolly fog
rotund bobcat
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I guess just keep trying?

jolly fog
jaunty hornet
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In P4, what's the best way to wholesale merge to a branch and forget previous commits? Like you're making a new branch, but just merging

jolly fog
rotund bobcat
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sounds like a bad idea

jolly fog
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it isn't worse than committing a 3 GB Excel spreadsheet on LFS

rotund bobcat
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consolidating 31gb of data into one file to source control does seem worse to me than a single 3gb excel file tbh

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you're just losing history on anything that is inside that zip

jaunty hornet
jolly fog
jolly fog
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now it's doing the same thing with the 433 MB zip file:

PS D:\dev\EdTechAI> git push -u origin main --progress
warning: redirecting to https://gitlab.com/Vivraan/EdTechAI.git/
Locking support detected on remote "origin". Consider enabling it with:
  $ git config lfs.https://gitlab.com/Vivraan/EdTechAI.git/info/lfs.locksverify true
Uploading LFS objects:   0% (0/1), 1.4 GB | 2.9 MB/s
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Just what exactly needs the LFS object to be uploaded in triplicate?

woven sluice
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I'm not a git expert but did you commit the files locally three times before now trying to push to remote maybe?

teal bone
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Yeah, it may be uploading 3 versions of the file

jolly fog
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I solved it by turning my computer off and on again.

teal bone
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The best way to fix technology.

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Except life support machines.

cyan jay
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btw, just in case anyone else comes up against this, I had a problem with my build machine failing to sync /Engine/Content/Localization/EditorTutorials/zh-Hans/EditorTutorials.archive , stating a problem with unexpected character sequence, after I added it to the perforce depot. It worked fine to sync via p4v.
Working with p4 support we eventually tracked it down to an issue with the latest p4 command line.
The workaround is to use the version of p4 cmd that comes with the Helix Core Apps which is slightly older 🤷‍♂️

jolly fog
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Hey guys, we're trying to setup P4V for our UE 5 project but I keep getting this error when I'm trying to connect to the server, my user is already added as an admin too, any solutions?

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We're setup with AWS

sullen token
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Hey guys, we are having an issue using git with unreal. We can not pull when unreal editor is open. It keeps giving this error "Unlink of file "File Name" failed. Should I try again? (y/n)". we must close to be able to pull. Does any body knows any workarounds for this issue?

cyan jay
jolly fog
rotund bobcat
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you have to close editor when pulling

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at least with external git tools

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I think the git plugin has some weird workaround for it

pulsar parcel
pulsar parcel
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yes but I don't know why it's there twice

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it would either be that, wrong connection details, or the server just isn't running

jolly fog
jolly fog
pulsar parcel
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they're both port 1666 TCP to any IP

jolly fog
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and the guy who created the server can access it, it's just the rest 2 of us who cannot

pulsar parcel
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so in the connection details, did you miss ssl:?

jolly fog
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Nope, we're putting the server ip as "ssl:<ip here>:1666"

pulsar parcel
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there's probably a trivial mistake somewhere, or you're being lied to by who created the server