What is the intended path to migrate from one build to the next?

What is the intended path to migrate from one build to the next?

Basically I’m trying to figure out the way to do it in the fewest steps. The last two versions I made a new project and pulled stuff over by hand, but that is going to grow more and more time consuming as the project gets bigger.

One of the most annoying part that I have is in the new VisualStudio project having to re-setup all the folders and virtual folders for organizing the source code. But, as there are more assets that will become an issue.

Is there a way to keep the same VS project when migrating to new build?

My second question is with version control. Last time, I made a new project, copied everything over to it, tested. Then I deleted everything on the Perforce server, the old build project, then added and uploaded the new project.

What is the correct way to setup a Perforce repo and the steps to migrate to a new build when it comes out?

For now with a tiny project that’s just prototyping is not that big a deal, but since the other guy on the project is in the Beta too, and just got the news about the licensing we are going to start production on it and I want to setup a process to follow that is sustainable for the next year or so and doesn’t drive us nuts everytime there is a new build.

With UDK projects, I only checked into source control the actual files that the project used, in a skeleton folder structure that could be checked out on top of any UDK install, compile and run.

I am not familiar enough with Rocket to know how to organize that.

Are there only a couple folders and some config files that need to get versioned as a minimum? That could get checkout on top of any new project that Rocket made?

I think that would be an easy process, if with each new build you just made a new blank project with the right name and then checked out your versioned files on top of it.

Ok, Thank you, maybe it’s easier than I thought. That looked like it would work.

But, VimInstance isn’t recognized now so I can’t compile.

VimInstance changed to AnimInstance, so I believe you have to change the inheritance of you Vim class to UAnimInstance.

I kept my VS project files when I migrated. Took me some to figure out but I right clicked my Uproject file and picked Generate Visual Files, then opened up the project in VS, and recompiled it. This caused it to recompile with the newer build, and from there on it just loaded it up correctly for me in the editor.

I didn’t done anything special. Just uninstalled old engine version, and installed new, regenerated project files, and everything almost worked (right click on Rocket Project and click Regenerate Visual Files).

Now bear in mind that there were of course some less or more breaking changes to the API. Like renaming PostBeginPlay to PostInitializeComponenets, but those are things you will have to handle manually in any case, there is not smart enough automation process that will change code for you and that code will 100% work.

As for Perfoce i’m afraid I won’t help since I’m not using it.

Yes, I didn’t realize is was as easy as right clicking and generate files.

But, Some of the base class name changes did hang me up.

4914-recompilequestion.png

When I place my project folder and .uproject into the 4.1 installation dir, it gives me this Message when i load the .uproject.
In VStudio I don’t see a Game folder with BP3P after generating the projects.
In the non-github install method I don’t really see how to ‘recompile this module’.
In the 4.0.2 editor, I’ve set the project settings to not load my main map, and have set it to empty, and that doesn’t help.

I don’t think the original question has been answered either: What is the correct way to setup a Perforce repo and the steps to migrate to a new build when it comes out?

4914-recompilequestion.png

When I place my project folder and .uproject into the 4.1 installation dir, it gives me this Message when i load the .uproject.
In VStudio I don’t see a Game folder with BP3P after generating the projects.
In the non-github install method I don’t really see how to ‘recompile this module’.
In the 4.0.2 editor, I’ve set the project settings to not load my main map, and have set it to empty, and that doesn’t help.

I don’t think the original question has been answered either: What is the correct way to setup a Perforce repo and the steps to migrate to a new build when it comes out?

Hi ,

This is a pre-release post, please create a new post with your question so that we can assist you further. Closing this thread as outdated. Thank you!