Perforce migration & CL reset - map/asset versioning

Hello,

After migrating our UE project & Engine source files to a new Perforce server, we’re experiencing asset versioning and map navmesh issues, seemingly due to the new changelist schema (CLs are much lower now: 5000 vs 190,000). UnrealGameSync was and is in use, with Precompiled Binaries generated by a build machine.

I’ve seen ResavePackages recommended in similar situations, is that our best course of action?

I was planning on resaving the maps first with:

UnrealEditor-Cmd.exe Path/To/Project.uproject -Run=ResavePackages -ProjectOnly -MapsOnly -IgnoreChangelist -BuildNavigationData -GCFREQ=1000 -AutoCheckOut -SCCProvider=Perforce -P4User=p4user -P4Client=p4client

Then doing the assets afterwards with -OnlySaveDirtyPackages

UnrealEditor-Cmd.exe Path/To/Project.uproject -Run=ResavePackages -ProjectOnly -IgnoreChangelist -SkipCheckedOutPackages -OnlySaveDirtyPackages -GCFREQ=1000 -AutoCheckOut -SCCProvider=Perforce -P4User=p4user -P4Client=p4client

Any guidance or advice would be greatly appreciated, thanks!

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Hello!

The -IgnoreChangelist bypasses the engine version changelist check that normally skips packages saved with a higher changelist than the current editor build. This value plays no role in determining if a package is dirty. The commands seem fine if you remove this argument.

Regards,

Martin

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