Unreal (5.2.1) doesn't check out files in Perforce on save

Hi there!

I’m in the midst of setting up a new development environment. We’re currently three people sharing one user in perforce, but each have our own workspace set up and connected.

The issue we’re experiencing at the moment is that Unreal won’t seem to check out files that we’re actively working on when saving them. We’re constantly having to manually check out the files in the engine or perforce prior to working on them in order to avoid working on the same files. (Or to refresh their revision control status through the engine to make sure the files aren’t already checked out before attempting to do so ourselves).

When wanting to commit there’s the added need to reconcile offline work to make sure that you’ve not missed any files in your manual checkout.

Have we configured something wrong in our setup? In the last development environment I was in this was all handled through the Unreal Engine, we had no need to go through the p4v interface at all.

Thanks for any help!


Update:
On further inspection I’ve come across the following setting that needed to be applied, which in turn has revealed other possible issues.

- Enabling checkout of files on Save
This needs to be manually set up in the Editor Preferences.
You can find the setting under General → Loading & Saving → Source Control → Prompt for Checkout on Asset Modification

This has indeed given the wanted effect, but it seems as though files that have already been submitted once before are left in a “writeable” access right state, which won’t allow Unreal to checkout the file on subsequent modifications to it. (Checking it out through Perforce works as normal though).

Re-enabling the “read only” flag on the local file before saving the file through Unreal solves the issue.

This leads me to believe there’s a configuration issue with our Typemap. Waiting to hear back from server admin, will update with more info when I have it.


Update #2:
The issue was indeed with our typemap.

Worth noting that due to the issues we were experiencing earlier it was easier to delete any local files of the project, and re-download it so that all files were set up with the correct read/write flags from the getgo.

We’ve now fixed our typemap and have been testing it for a few weeks, and can report that the issue so far seems to have been resolved.

2 Likes

Hey I know it’s a year later but I’m hoping you’ll see it. I’m having the same issue as you but I’m not sure what I need to change in the typemap to get UE to ask me to check out files when editing/saving them. Any info is appreciated thank you

Do you have a copy of your typemap? And or p4Ignore-list?

I’ll assume that you’ve enabled the “Checout of Files on Save”-feature I’ve mentioned above.

Edit:
I managed to find the changes that we requested of our server admin at the time.

The issue was that we were not accounting for the files that were generated by Unreal itself (uasset and umap).

We added the following lines to our typemap to account for those and more that we wanted tracked.
(“xxx” should instead refer to your project repository)

binary+l //xxx/...
binary+l //xxx/....uasset
binary+l //xxx/....umap
binary+l //xxx/....fbx
binary+l //xxx/....wav
binary+l //xxx/....png

NB! As we were operating with a faulty typemap and manually set read/write flags on our files we would notice that those same files didn’t adhere to the typemap. To solve this we removed any local copies of our projects and redownloaded them from Perforce - since then its been working fine.

(Edit #2: Fixed typos)

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