Best way to distribute custom engine to team?

Hello All,

I have a custom build of the engine with a perforce setup. What are the best practice to make the engine available to the team? Right now, they have access to the same source as the dev, but is there a way to give access only the minimal build and files to the team without all the source files? Same as when we download a store engine?

Should I have a perforce branch for my custom build, and have another one with the minimal engine + game stuff?

Thank you for your time.

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Yeah pretty much that. We use SVN so the terminology is probably different but we have:

  • artist branch: art source, game, and engine
  • dev branch: no art source, code, game, full engine code
  • tester / distribution branch: just compiled game and engine

Also we set up the engine so the SVN URL is always the same but we can incorporate new versions of the engine.

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thanks for coming back to me, I’m trying to figure out what I need exactly to have a artist built of the engine? What forlders does they need axactly?

Thanks

We have a separate directory for art source material, like Max/Maya files, photoshop and texture files, source FBX meshes, .wav sound files, photo reference, etc. Distribution and promo material would be here as well. Depending on game this will could be the largest directory by far.

Nobody but artists need to see those so the “art build” would be game + art folder, but no source code files.

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Did you ever find out? I would also like to know how to give aritsts a binary version of the engine.

followed and adapted for our needs this: How to Setup a Perforce Workflow, Automate & Distribute Custom UE4 Builds – Volkan Ilbeyli – Graphics Programmer

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