Should I version control map BuiltData?

Hello,

I’ve noticed that my maps are paired with a [FONT=courier new]_BuildData file, of type [FONT=courier new]MapBuildDataRegistry.

I was just wondering if this is something which can be built on the fly, and so no need to commit to source control? The reason I ask is that I’m hitting the 100mb file limit on github for these in my project, so I’m looking at either removing them, or using ‘git large file storage’.

Cheers!

It can’t be built on the fly, it’s what you get when you build the level, so I guess you would put it in source control.

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Ah great. I don’t mind building it after cloning the repo, so by ‘on the fly’ I really meant, building from scratch. Thanks!

It can’t be built on the fly, it’s what you get when you build the level, so I guess you would put it in source control.

This answer was the top result in my google search when I was researching whether to commit _BuiltData in source control and it’s incorrect, you can generate _BuildData on the fly.

In my case, I have a Jenkins pipeline to build the game so I build the map data with each job instead of committing it to source control.

The ResavePackages commandlet can be used to build map data (you can also hit “Build” in the editor):

"<path-to-ue4-binaries>\UE4Editor-Cmd.exe" "<path-to-project>.uproject" -Run=ResavePackages -IgnoreChangeList -BuildLighting -Quality=Production -MapsOnly -ProjectOnly -AllowCommandletRendering

Unfortunately, I couldn’t find any good documentation on the switches for the commandlet.

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This is the correct answer as far as I can tell. I am new to p4v and unreal but generally speaking one should not include built or compiled assets in VCS. I have added *_BuiltData.uasset to my .p4ignore

Cheers.