What you think about perforce in ue4?

I acquired Perforce License back in the UDK days which allowed upto 20 Users. I’m still running the old server in fear of losing 15 licenses. I would have preferred SVN, but Epic chose P4 for UDK, so I adopted.

Perforce takes some getting use to its permissions, workspaces, changelist, but its really powerful once you learn how to use it. Once you have the server set up, onboarding new users not familiar with Perforce can be hassle, but you can solve this by creating a decent a Job Aid Document.

Integration in UnrealEditor makes it seamless to work with, but when connected it can significantly extend completion times when saving, moving assets from directory to directory, deleting large groups of assets files as its updates P4. Long completion times can be unbearable and some team members and they will try to avoid this inconvenience by disconnecting P4. This defeats the purpose, which can fragment versioning and break workflow.

Every file type is not converted to a uasset and visible from within UnrealEditor, so your Team has to get familiar with the P4 Client to add,rename,delete and submit files to P4 Server. Your team can run into trouble with this, if they forget to use the P4 client to add,rename,delete these sort of files. I recently discovered the Helix P4EXP (Windows) which can make life a little more convenient allowing Team members to manage the project from explorer desktop client.

I’ve had to rollback changes after corruption. so I’ve come to appreciate source control even when developing solo.In conclusion, I think P4 is great versioning software, if you take time to learn to use it.