[Feedback] Unreal Revision Control can be improved

I use Perforce with Unreal Engine but am not happy with it, and really hope that you bring Unreal Revision Control to Unreal Engine as well. It would be great if we could get some extra features to make life easy while using revision control, unlike Perforce.

Features:

  1. Unlike Perforce there can be a File Name History. when I rename assets or projects instead of creating duplicates and removing the initial file it will keep the same file and keep track of names. this can avoid potential issues.

    • Example: Suppose I already have a material named “Test_A” and after a few days I renamed it to “Test”. with perforce it will create a duplicate with the name “Test” and remove the asset named “Test_A”. I kept working on the asset so it changed a lot and now I thought the old name was better. and I want to set it back to “Test_A”. it won’t let me do that and show me an error saying “Asset already exists with this name”. because it has the Deleted-Asset in history with the old name as well. and I can’t retrieve the old asset just to get old name because I updated the file a lot and don’t want to redo the work.

    • Solution: we can avoid this kind of issue if we just keep track of names and keep the same assets file instead of duplicating and deleting the file to just rename.

  2. it would be great if we could change the project location and folder name while we have Unreal Revision Control active unlike Perforce. where once we add revision control we can’t change the project location or folder names.

  3. instead of relying on CMD and external files for typeMape and ignore . there should be a menu in the project setting. to control things like ingone files and type maps. where we can control maximum latest revisions for project and the older ones will be discarded automatically. off course this will be optional like perforce but we will control these from project settings with UI instead of text.

@Ibtesam_Sadiq Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

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For some reason, I lost the material function references while using Perforce. I don’t know the exact time when it got messed up. I hope there won’t be any issues like these with Unreal Revision Control.