Hi @TheFear, no sorry I don’t have any document about the workflow, I am using only very basic and standard things like with Perforce.
Just a quick note to let you know that I have released the Plastic SCM plugin 1.0.5 for the newly released UE4.18
OP, you should update the first post. This is the top google hit for “Plastic Unreal” and it still says you’re on an alpha release.
Thanks @Ecnassianer, I’ll do this asap.
Edit: also, sorry I didn’t see this before. Now the first post looks like my README, with screenshots and all Thanks again!
Hi all, since my last informative post, I’ve released 3 versions, for UE4.18 and UE4.19!
**1.2.1 **SRombauts released this 2 hours ago Assets
1.2.1 release for UE 4.19.0 (UE4PlasticPlugin-1.2.1.zip)
Code updated for incoming 4.20 (current ‘master’ branch)
**1.2.0 **SRombauts released this on 5 Feb · 3 commits to master since this release Assets
1.2.0 release for UE 4.18.3 (UE4PlasticPlugin-1.2.0.zip)
- Fix #31](Global "Sync" does not work, the Editor locks asset files · Issue #31 · SRombauts/UE4PlasticPlugin · GitHub) Unload/Reload packages on Sync to avoid file system locks
- Fix global Revert not updating assets in Content Browser
- Fix #44](Add a top-menu Refresh operation · Issue #44 · SRombauts/UE4PlasticPlugin · GitHub) Add a top-menu Refresh operation
Code updated for incoming UE4.19 and 4.20 (current ‘master’ branch)
**1.1.0 **SRombauts released this on 6 Jan · 25 commits to master since this release Assets
1.1.0 release for UE 4.18.2 (UE4PlasticPlugin-1.1.0.zip)
- Fix #43](A Renamed asset cannot be Reverted (only by RevertAll) · Issue #43 · SRombauts/UE4PlasticPlugin · GitHub) A Renamed asset cannot be Reverted (only by RevertAll)
- Fix #40](Extremely slow upon BP compile when used with Gluon/cloud · Issue #40 · SRombauts/UE4PlasticPlugin · GitHub) Extremely slow upon BP compile when used with gluon/cloud
- Fix #28](Optimization: many operations leads to double call to UpdateStatus() · Issue #28 · SRombauts/UE4PlasticPlugin · GitHub) Optimization: Revert and Sync operations leads to double call to UpdateStatus()
- Fix #26](Optimization: don't run fileinfo commands on Private or Ignored files · Issue #26 · SRombauts/UE4PlasticPlugin · GitHub) Optimization: don’t run fileinfo commands on CheckedOut, Renamed, Added, Private or Ignored files
- Fix #42](Cannot revert a Modified/unchecked-out asset · Issue #42 · SRombauts/UE4PlasticPlugin · GitHub) Cannot revert a Modified/unchecked-out asset
- Fix #39](Rename in UE4 causes locking · Issue #39 · SRombauts/UE4PlasticPlugin · GitHub) Rename in UE4 causes locking
Added screenshots for all status Icons.
Hi all, I’ve just released a new version of the Plastic SCM Source Control plugin with official support for the newly released UE 4.20.
1.2.2 SRombauts released this 15 minutes ago
1.2.2 release for UE 4.20.0**(UE4PlasticPlugin-1.2.2.zip)**
- Fix #49](Renaming files is very slow with a large repository · Issue #49 · SRombauts/UE4PlasticPlugin · GitHub) Renaming files is very slow with a large repository
- Fix #51](Submit of an unchanged files should not say "Submitted Changeset" · Issue #51 · SRombauts/UE4PlasticPlugin · GitHub) Submit of an unchanged files now displays “No changes were applied”
Cheers!
Hi all, I’ve just released a new version of the Plastic SCM Source Control plugin with official support for the newly released UE 4.21.
1.3.0 SRombauts released this 6 minutes ago
1.3.0 release for UE 4.21.0 (UE4PlasticPlugin-1.3.0.zip](https://github.com/SRombauts/UE4PlasticPlugin/releases/download/1.3.0/UE4PlasticPlugin-1.3.0.zip))
- Hide the “ChangeList” column from file history, and use the “Revision” column to display ChangeSet values, effectively hiding the advanced internal RevisionId from the UI. Change requested by Codice Software.
Bests,
Hi Sebastien,
I recently installed the latest release of your plugin for UE4.21 (1.4.2). I am using UE4.21.2 and followed the instructions in the README.md file. I am working with an old version PSCM (5.4.16) and my existing PSCM workspace is well discovered during the Source control login.
However, I get an warning in the output log that says :
“SourceControl: Error: The field ‘RepSpec’ is not valid.”
…and an error :
“LogSourceControl: Error: FPlasticUpdateStatusWorker(ErrorMessages.Num()=1) => checkconnection”
The process goes on and the connection to the Source control is declared as successful. I can see my assets changes done and correctly reflected by the new icon status but the log always says : “LogSourceControl: Error: Command ‘UpdateStatus’ Failed!”
And at the end, I can’t submit to Source control. (log says : "EditorErrors: Warning: Failed checking source control status!)
Note :
the PSCM Gui client is not opened during my tests.
Any change in the UE4 editor is well tracked in the GUI client
Thanks for your support by advance,
Hlx
Just a heads up - the plugin does not compile with 4.22 anymore unfortunately.
Edit:
The issue was just in XmlParser.cpp. The whole folder structure uses XmlParser2 but the module name was XmlParser. Just have to replace that with
IMPLEMENT_MODULE( FDefaultModuleImpl, XmlParser2);
and it works.
Hi,
wanted you to know I have a crash in the plugin when a command times out. I am not sure about why some commands take more than 3 minutes but it happens (our project is getting on 150GB so it may be that).
in PlasticSourceControlPlugin.cpp, in RunStatus:
PlasticSourceControlUtils::GetPlasticScmVersion(CurrentVersion);
returns an empty string because the RunCommand(‘version’) times out, and the following check
!PlasticScmVersionLess(CurrentVersion, NewFormatVersion))
crashes, because of
check(N == 4);
I “fixed” it by adding a check on the version returned and some logs, it doesn’t help me solving the timeout issue but at least it doesnt crash the editor when my artists are using it.
Is there any chance of Mac OS X support in the near future? If not, is there a way to motivate you(@SRombauts) to do it?