Our team is having an issue with editing texture properties and bloating version control repo (using Plastic SCM atm) size. Every time we edit a large texture’s properties (Texture Properties | Unreal Engine Documentation) we basically lose that texture’s size worth of space in our repo since the entire uasset is “modified”. So for example take a 200MB 8k texture, toggle “compress without alpha”, lose 200MB in repo since it’s a binary file.
I can’t help but feel like there’s something fundamentally wrong – Is there any way to separate the base texture image from the texture properties?
Has anyone else run into similar issues with their textures, and come up with any processes to get around this?
Currently we’re considering splitting the textures into a separate, cheaper repo (not really solving anything but just kicking that rock over elsewhere), or archive, re-base, then deleting the old repo every once in a while which does not sound healthy or sustainable…