Using the source with SVN / other source control

I am curious when using the source vs using the launcher, specifically when working with a team, do we have to commit the entire source for the team to be synced to the project?

As an example, if there was engine change, the rest of the team would need them for their game project to work, correct?

The reason I ask is that the source is very large and having all that on SVN is a big investment in storage cost as well as time to upload.

Thanks

I’d recommend switching from SVN to either GIT (as you can host your custom engine version on GitHub for free, so you don’t pay that cost) - or use Perforce. Both are far superior to SVN IMO.

If somebody in the team doesn’t require source-code access, you can build the engine and distribute it to them as a packaged binary (though the size will still be huge). They still need the entire engine though, so it’s probably easier and in many cases faster to just have people pull engine changes from GitHub and build it themselves locally.

Ahh, I see. So it’s better to have a github version of “my engine” and then anybody else on the team builds from that and then syncs the project files while running “my engine”.

SVN isn’t my choice but thanks for the advice.

Yeah that’s what I’d recommend anyway, I think it’s the preferred way to go, since you can easily upgrade your version of the engine to latest from Epic then as well.