Hi, first of all, if this is in the wrong section, I’m sorry, this seemed the most relevant section to me, because really I’m just starting up on a new project and I want to share it with someone to help me develop it. So I want to share it with another developer but I’m not sure if I can just zip up the project (or rather, rar up, breaking into multiple parts) and send it ‘as is’ - that is, if I have the project on D:\Game and another developer would be working from C:\ThisIsAnAwesomeGame, would everything open up for them? What if it needs some plugins? Is there any way to send those over, or are they in the project folder already? Is it OK to share those just like this? Or would the other developer have a lot of errors, such as saying that the files should be in D:\Game and it won’t work? I just want to know before I’d share the project, want to be on the safer side. I googled for that but couldn’t find much info. The project is quite large and github can have only what, like, 500mb? But what if the project weighs like 1gb? For simplicity. Of course, not everything from it would go into the actual game, but it’s best to have everything for now and then just clean up once things get started. The main concern now is the landscape and PCG’s - location, instances, and everything like that.
TO MAKE IT MORE READABLE:
How can I share a project (still in development) with someone without breaking things up, such as another developer having the game folder on another drive or in another location?
Since the project is large, I can’t just push it to GitHub - I’d have to sign up for a paid version which supports up to 50gb which… would be sufficient but then again, just for one month? That’s not really an option…
My main concern now is sharing the landscape, PCG’s and blueprints - while the last two can be pushed via github, I just want to share the entire project if that’s an option and once the 2nd developer opens it up and starts working - then we can push everything via github and all will be well. But for now, I just want to have everything to open on another developer’s computer the way it opens on my computer
Hey there @meeha2! Welcome back to the community! So technically you could just zip up the project and pass it back and forth, however that’s not the best method. I would usually recommend source control. You can also create a folder named “Plugins” to transfer your local plugins when syncing the project.
Though you may have noticed Unreal Engine has pretty large binary files, which often makes it difficult to find free hosting for your source control needs. Many developers have been using the generous free tier for Microsoft Azure Devops with Git LFS (Large File Storage). More information below:
Guide on how to do it:
Git LFS:
Source Control Docs:
Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
Thanks for the answer, @SupportiveEntity , and while I will be using source control (github) but for the initial file transfer - since the project is so large it can’t be shared via github - I’d like to just send the contents and then be using source control to send the updates. If that is an option, that’s perfect; with Git LFS it looks like others can edit the files on my computer whichever way they like, so that’s not really the most ultimate method, so I’m still open to the discussion. But thanks for hints
The aforementioned setup is really just a hosting location like Github would be but more self managed. Once it’s setup correctly, it would be the same as hosting on Github or Gitlab, but with free resources and some space for larger projects. Git LFS is just the protocol to handle large files. Due to the nature of source control, your team would be modifying files and sending them up to the repo either way.
If you’d prefer, as long as you can make sure the project folder and structure is intact, you can transfer it however you please. It doesn’t need to be source control, but it’s highly recommended.