it looks like unreal is tracking basically the entire engine content instead of simply ignoring it. it’s “uncontrolled” so it doesn’t submit to the server or anything, but still. why is it showing up engine content? can I fix this?
Precisly my issue. there’s an option to hide that uncontrolled changelist in the editor or project settings, but I’d like to know if that’s an issue or just how it is.
Any progress on this? This thing can be a bit annoying due to console spam on startup, caused by the assets not being under client’s root. Also refreshing the changelist in editor causes a it to freeze up for 4-5 seconds.
Also having this issue. Have a standard .p4ignore setup based on Epic’s ignore, and have version control running smoothly other than this occurring. Have “reverted” but they populate the uncontrolled changelist after a few days so I’d rather not keep spending the time it takes to do the revert.
Is there any harm in just turning off the uncontrolled changelist in the editor settings and sweeping it under the rug for a bit? It makes opening the “View Changes” window a lot better doing so.
This is still an issue on 5.5.4, all the paths in the “Default Uncontrolled Changelist” are in the engine itself (C:\Program Files\... rather than the project). P4V does not show any of these files.
If you do Revert uncontrolled files it starts to delete some files too (I had 8801 uncontrolled files, 909 were deleted).
If you then try to close the editor (after the revert), and open it again, the editor will crash. You need to verify the editor again for it to work. Then you get Assets to check for reconcile: 8,814) again.
I have the same issue and I am using UEGitPlugin (third-party). I could not submit anything from the plugin because it tracking the engine files. still no solution. I tried reinstall UE, reinstall plugin, does not work.
We’ve recently had the same issue on 5.6.2 using Perforce. Our Uncontrolled Changelist had ~9000 files from the engine folder. Tried reverting + verifying engine after it crashed, but the list was still there.
One workaround we used was disabling uncontrolled changelists from project settings. However, we kept getting validation errors when saving assets that used stuff from the engine (i.e. “for loop” macro wasn’t found for add), so we also had to disable Validate on Save.
We found a better solution shortly after. The editor created a “UncontrolledChangelists.json” file in Project → Saved → SourceControl . It looks like this:
(We previously tried moving the items to another changelist “ENGINE FILES” and deleting that from inside the editor, but it didn’t work)