We recently started experimenting with using Subversion for our Unreal Engine projects, but I find myself being a little confused about some of the basics. Just to be clear, I’m not confused about Subversion or Unreal Engine, it’s the intersection between the two that’s causing me some head-scratching.
Without actually having studied up on it, I just installed Subversion, created a repo, created and Unreal Engine project, then activated the Subversion in the project. But I was surprised that it only wanted to check in a few .ini files at first. After clicking around in the project (without actually editing anything) it seemed to want to add more things.
My assumption was that Unreal Engine would, as soon as the source management system had been activated, add all the project files it knew belonged in the SCM to the SCM. I now believe this to be incorrect; the user needs to manually add all files. So this is my first question: Am I right in that during the initial setup (the very first checkin), all files must be manually added by the users?
I later decided to watch a few videos on youtube about using SCM’s with Unreal Engine (yeah, should probably have started in that end) and I noticed in a webinar the used the SVN desktop integration to simply add the entire project folder. Wouldn’t this add a bunch of temporary/local files as well?
The git integration appears to create a .gitignore, but the subversion integration does nothing similar (well, obviously not, since subversion uses propsets…). However, I’m wondering if Unreal Engine is supposed to ignore things automatically when using the Subversion support, or should I manually add the propsets to the repo? And is there any way to know exactly what should be ignored? (I guess I could always just create a dummy project and pair it to git and extract its .gitignore…).