Announcement

Collapse
No announcement yet.

Git Source Control Provider Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Excellent job on getting this plugin up and running! I tried using it today, but I'm getting a ton of errors because it's trying to process UE files outside of my project. Is this normal, or did I screw something up?

    https://answers.unrealengine.com/que...ubmission.html

    Comment


      #47
      Hi! Sorry for the delay, at first I did not see the link to AnswerHub with all the required details!

      perhaps it is contextual, I mean, depends on the exact command you run to check-in.

      I do right click on the map file on the content browser, and then "check - in"
      I suspect you did a "global check in" and that may well try to check the status of all assets of your project, such as the starter content that is located in the Engine directory, outside of your project.

      I am not sure of what can be done for such cases. Does Perforce or Subversion handle this case differently?
      [Gamedev programmer at Darewise (Paris) - We are hiring]
      UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
      UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

      Comment


        #48
        I'm using UE 4.7.5 on OSX and tried setting up my project with the Git plugin following the instruction on the Wiki, but it only acts crazy when I try to "Accept Settings"
        I suppose this is still not working with other platforms outside of windows? I've tried everything I could think of and then found this thread, so maybe its not ready yet for the Mac.

        Comment


          #49
          Hi JasonW,

          Yes, this was a known problem of my Plugin with UE4.7.x for Mac, see for example Trouble setting up BitBucket Source Control [4.7.1]

          There was a bug in the Unreal Engine regarding the Mac Platform that I fixed a few weeks ago : PR #920 Fix FMacPlatformProcess::ExecProcess()
          That fix was merged onto master on commit 2196a60

          It will make it on UE4.8, but not before I am afraid.
          [Gamedev programmer at Darewise (Paris) - We are hiring]
          UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
          UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

          Comment


            #50
            Hi all!

            Lately I've resume working on the Git plugin to fix and improve many small and bigger features. Here is an overview of what is already integrated for UE4.8:
            - PR #956: search for git executable provided by GitHub for Windows
            - PR #966: search for more paths for git executable if not found in standalone
            - PR #1029: improved status with user name and e-mail

            and what could follow soon (Edit: merged for 4.8 just at the moment!):
            - PR #1043: merge support
            - PR #1056: option to initialize new local repository for current project

            Cheers!

            Edit: everything merged for 4.8
            Last edited by SRombauts; 04-16-2015, 04:34 PM. Reason: status update
            [Gamedev programmer at Darewise (Paris) - We are hiring]
            UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
            UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

            Comment


              #51
              Can some of you Git user have a look at the current state of the Git plugin on master, and report any new or remaining issues before the next release?
              [Gamedev programmer at Darewise (Paris) - We are hiring]
              UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
              UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

              Comment


                #52
                I have a repo that i am making changes to using SourceTree (connected to Bitbucket). When I change a file in UE4 the change goes into SourceTree just fine (using git), but when I revert a file in SourceTree, UE4 doesn't notice anything.
                How to rollback using UE4 so the working copy agrees with an item's chosen state in the history?
                In my case, I'm just changing the color in of a RGB value in the material.

                Editor : 4.7.6 vs compiled

                Comment


                  #53
                  Hi, there is a "revert" contextual source control menu action, but it is only for reverting changes made since last commit (that is, "local changes") and it does not work well, as the Editor seems to keep a copy of the modified/unreverted asset until restart!

                  Edit: there is no improvement on the core of Source Control for the upcoming UE4.8 Editor
                  Last edited by SRombauts; 05-10-2015, 04:01 AM. Reason: UE4.8
                  [Gamedev programmer at Darewise (Paris) - We are hiring]
                  UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                  UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                  Comment


                    #54
                    Does that mean , if i want to revert to a state stored on bitbucket I should do so after closing UE4 then copying files from the repo to the project folder in explorer ?

                    Comment


                      #55
                      Yes this is it: presently you need to close the project in Editor before updating or reverting assets with Source Control.

                      This is true not only with the Git plugin, but also with the official Perforce plugin (I've checked this myself to be sure it was not 'my fault').
                      [Gamedev programmer at Darewise (Paris) - We are hiring]
                      UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                      UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                      Comment


                        #56
                        Youtube demo of the usage of the Git plugin on Unreal Engine 4.13

                        Hi all!

                        Youtube demo of the usage of the Git plugin on Unreal Engine 4.13 (preview build from source)



                        1) Start from a template project (Third Person Blueprint)
                        2) Initialize a new git repository, making the "initial commit" (with an appropriate .gitignore file)
                        3) Show log of this first commit
                        4) Make a few changes, moving node in the Character Blueprint
                        5) Commit ("Check In")
                        6) Show the log after second commit
                        7) Show the visual diff of the Character Blueprint

                        (Sorry, my mic is not working for some reason.)

                        Edit: sadly, making the "initial commit" has been merge only for 4.13.

                        Cheers!
                        Last edited by SRombauts; 05-27-2016, 02:54 PM.
                        [Gamedev programmer at Darewise (Paris) - We are hiring]
                        UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                        UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                        Comment


                          #57
                          Git Plugin Changelog

                          UE 4.12:
                          - added "*.opendb" to the ".gitignore" file to support Visual Studio 2015 Update 1 #2020
                          - add migrated assets to the destination git repository #2140

                          UE 4.13:
                          - New: Git Plugin now allows you to make an initial commit when initializing a new project #1836
                          - New: Git Plugin implemented the Sync operation to update local files using the git pull --rebase command #2198

                          UE 4.14:
                          - Bugfix: Fixed an issue where history and merging do not work if the user has “format.pretty” setting in their gitconfig #2770
                          - Git plugin : fix wrong status icons #2531

                          UE 4.15:
                          - Git plugin: multiline initial commit message and other connect screen cleanup #2960

                          UE 4.16 (upcoming):
                          - Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit #3108
                          - Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files #3136
                          - Git plugin: fix git autodetection and add error message #3224
                          - Git plugin: fix revision number for blueprint diff menu #3278
                          - Git plugin: fix update status on directories broken since UE4.12 #3292
                          - Git Plugin: fix RunDumpToFile() to check git ReturnCode #3327
                          - UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253

                          Pull Requests accepted:
                          - Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) #3372
                          - Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) #3373

                          Pull Requests sleeping:
                          - Git Plugin : add documentation for the Git Source Control Provider that ship with UE4.14 #3104

                          Work in progress:
                          - Support for new Git LFS 2.0.0 Lock system (working Proof Of Concept)!
                          - Git LFS .gitattributes file to track the whole Content/** folder
                          - Support for a new "Push" operation (needed for Git LFS Lock)
                          - More fix for some Source Control UI

                          Cheers!

                          Edit: updated since all my merge requests where merged
                          Last edited by SRombauts; 04-26-2017, 05:07 AM. Reason: New PR accepted! (fix wrong URL)
                          [Gamedev programmer at Darewise (Paris) - We are hiring]
                          UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                          UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                          Comment


                            #58
                            Does the git plugin support blueprint diffs with blueprints that are managed by LFS?

                            Comment


                              #59
                              Originally posted by MatzeOGH View Post
                              Does the git plugin support blueprint diffs with blueprints that are managed by LFS?
                              It will work in UE4.16: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253

                              And after that, I hope to get proper support of LFS and LFS 2 new Locking mechanism in time for UE4.17
                              [Gamedev programmer at Darewise (Paris) - We are hiring]
                              UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                              UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                              Comment


                                #60
                                Thanks.
                                Wouldn't it be better to get the git plugin out of the main engine repository and maintain it on its own? Like the ART tools.
                                That way the plugin development isn't that dependent on main engine releases.

                                Comment

                                Working...
                                X