Default uncontrolled changelist? (ue+perforce)

I’ve set up perforce, and after more than a week to get it working properly, I still see this:

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?

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I have the same exact issue and I’m not sure if this is benign enough to just leave alone

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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.

Refer my previous post

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)

We edited out the entries so that the json looks like this:

Otherwise, removing the entries in “files”: […] should do the job.

On reopening the editor everything went back to normal and we could revert the previous workarounds.

The View Changes window still shows

image

But as long as we don’t reconcile from inside the editor everything is fine. Hope this helps!

*EDIT*

After some fiddling through the settings we also found the option to disable uncontrolled changelists completely in the project settings:

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This hides the whole uncontrolled changelists category. Haven’t tested it much other than that, so it may or may not create other issues down the line.

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Thank you @Derelict_Assets , you helped restore sanity to me.

I’m curious, is perforce not Epic’s preferred version control? I don’t understand why something as important as ‘revert files’ can be so broken in a shipped UE version.

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Glad it helped! We struggled a bit with perforce integration too. Every once in a while, when we had to change something or explore a new feature, we hit a brick wall of documentation and lots of technicalities.

After a LOT of searching, first through perforce’s official docs and then through unreal’s, we somehow ended up at: setting-up-an-unreal-engine-studio-the-epic-way

Honestly, it should be more visible since it contains a lot of good info. It’s a really verbose read if you plan on diving into the each tool they use. It does shed some light on the whole process though.

It seems they use UGS

and Submit Tool on top of perforce. Both seem especially useful for perforce if the basic version is no longer sufficient.

As Epic is a big company, it uses a lot of extra tools, so “vanilla” perforce is probably not what they use. For the average user, just following the base perforce integration should be enough, but going beyond that is a hassle if you don’t know more advanced perforce stuff.

These tools can be useful, but don’t seem mandatory, so we didn’t integrate any of them yet, since we found faster workarounds for what we needed.