So our project, like most others has multiple maps associated to the project. I have set my UI layout the way I want it and I have saved it to defaults. However, when I load our project then the level I’m currently working on. None of my UI configurations seem to have been saved. Am I doing something wrong or is this a known issue concerning how projects are loaded? Which if the problem is within project then I foresee an even larger issue of projects with multiple team members (such as mine) where each team member is working in their own levels, but may have different preferences about layout/ UI flow.
To put it another way. I particularly like to group Tools, CB, Details, and Scene outliner into a window with tabs and drag to my second monitor. A team member of mine might not like this kind of setup, and as such creates his own custom layout. But when it comes time to load our levels/ project the next day. Who’s layout take precedent since we are both loading the same project?
P.S If this is a known issue with the layout feature, then I apologize in advance.
Hey Anvil Drop team,
Thanks for your report! For your project, is your team using any form of Source Control? If each team member has Rocket installed on their own PC, they should have their own editor preferences and layouts saved to their PCs and those settings shouldn’t be getting checked into Source Control. If you guys are not using Source Control and are instead working out of one location, then everyone will share the same layout because the editor will only have one set of Saved settings per project.
Thanks!
-Steve
We are using Perforce as our source control. But our editor preferences do not seem to be saving…?
Could you verify that your ProjectName\Saved folder is not part of the Source Control and that all the files in the ProjectName\Saved\Config\Windows folder are not marked as read-only?
-Steve
Steve,
We did have the project sitting in our depot with the ProjectName\Saved folder in it. After fixing that on the server and removing read-only on everyone’s local folder it fixed most of our options.
The only one we still seem to be having a bit of trouble with is what default map loads up when we start the editor. We can tell it loads the defaults from the Project Settings, but if we remove that config file folder from our Perforce server directory so we can each update our settings locally it removes all the local files as well.
It feels like this might be by design, seeing as it might be related to a default starting map for packaging purposes (haven’t gotten to testing this out yet), but if it is it would also be nice to be able to alter the map to what you were last working in locally as well.
Any chance this option is what the 'Local Map Option" listed under Advanced in Project Settings does? And if so, can I put in a request to have it offer a drop down menu like the default Maps section does? Although, that still wouldn’t help with having to save the file locally and it conflicting with Perforce control.
Thanks!
Under the Project Settings > Maps options, Editor Startup Map is the map that opens when you first launch the editor. This is different than if you try to run your map in -game mode (i.e. try to run in Standalone as RocketEditor.exe YourProjectName -game). If you don’t specify a map in the command line (RocketEditor.exe YourProjectName -game YourMapName), then it will open the the Game Default Map, which you can also set from the Project Settings > Maps options. The file these settings are saved to is YourProjectName\Saved\Config\Windows\Engine.ini so you will want to make sure this file is not marked as read-only. As long as this file isn’t part of your Source Control and isn’t marked as read-only, each of your users should be able to save their default maps for both Editor and Game to whatever maps they are working in and this setting shouldn’t conflict with other users in the same project.
Local Map Option is for use with any options/flags you want your Default Game Map to be run with in Standalone–for example: RocketEditor.exe YourProjectName -game YourMapName?listen would make it launch as a listen server for multiplayer, so your Local Map Option would just read ?listen.
-Steve