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moving / renaming still completey broken in 4.8
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overreal repliedThe issue this Fix Up Redirector is unreliable. Even if I import marketplace assets in a new project, and move them around, I will get moving issues, and Fix up can't fix it.
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spacegojira repliedOriginally posted by Doctor Ergot View PostYou'd have the same behaviour using Perforce with Unity. It's not engine specific. Not sure why complaining here
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Moth Doctor repliedYou'd have the same behaviour using Perforce with Unity. It's not engine specific. Not sure why complaining here
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ianFisch repliedSo if I understand this correctly, if you're using version control (SVN, Perforce, etc) and you want to move a 200MB versioned asset from one folder to another, you have to upload a completely new 200MB file to the version control server?
Not only does that waste a lot of peoples' time uploading files that are already committed, it means you can't trace an asset's history back before it was moved, since your version control software has no idea that the old 200MB file is the same as the new 200MB file.
Coming from Unity, this is atrocious!
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StrangerGwenn repliedSo how would that work if you move a mesh that's used in every level ? You'll just ask your LD & art team to save and commit their work and wait until you checkout their changes, move the mesh, commit the changes, and then let them resume working ? Even with a small team, that's completely broken. Right now, the process is to move stuff all you want, and do a "fix redirectors" cleanup once a month. It's not broken, it's just meant for teams, not single devs, it's safe and convenient at the expense of a few trivial files.
What I was saying a few years ago on this thread is, Epic could just do away with filenames and work like Unity. But that's probably not a realistic change.Last edited by StrangerGwenn; 12-27-2018, 09:57 AM.
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JohnMakesGames repliedOriginally posted by Gwenn View PostEpic could have a "direct removal" option for single developers who don't need redirectors, but frankly we would just have 1000 "why are my assets broken after moving a texture" posts instead.
1) Get all references to file.
2) Move file to new location.
3) Update references with new file location.
This should be the default behavior and redirectors should be optional.
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StrangerGwenn repliedRedirectors are very small (<1KB) so they don't take up space. Run the "fix redirectors" command periodically to remove them - preferably when no one is working on your team, because the redirector fix requires changes to the user assets.
Epic could have a "direct removal" option for single developers who don't need redirectors, but frankly we would just have 1000 "why are my assets broken after moving a texture" posts instead.
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spacegojira repliedOriginally posted by GBX_botman View PostThis will create the new file and modify the old file to be a redirector that points to the new file's location. This is needed when you have other assets that reference the old file location so that it knows that the file has been moved.
What if I move assets 10 times, does that mean I have at least 9 reference copies taking up the space?
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BrUnO XaVIeR repliedThey could at least stop using FArchive to serialize asset references then at least the crashes would stop when someone does something stupid.
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GBX_botman repliedOriginally posted by roberteker View PostEDIT: Apparently you must rename files from within P4V itself, and not from the Unreal Editor:
The error you are getting in Perforce (failed after 10 attempts) is because you have the editor or game running and it has files opened. Perforce can't overwrite files that are opened by some other process. Quit the editor or game, then sync to latest in Perforce and you will be able to update the files to the latest version.
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roberteker repliedIt's 2018 now and I'm using 4.21 with Perforce.
I just renamed a file and submitted it to source control.
Source control now contains two files, one with the old name, one with the new.
When I use "get latest version" (from P4V) on a different machine, I get the following error (and that's the old name):
Quite a horrible first time user experience with Perforce, I must admit.
EDIT: Apparently you must rename files from within P4V itself, and not from the Unreal Editor:
https://forums.unrealengine.com/unre...71#post1368871
I wish Epic would have disabled the rename option from the context menu when source control is activated then, and this could have been avoided...Last edited by roberteker; 12-18-2018, 12:08 PM.
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TheJamsh repliedMe and Neg are netflix-and-chill now, sorry folks.
One issue I did think of with the GUID system is that they'd need to find a way to load only a small chunk of the .UAsset file - or you risk loading every asset into memory when you load up the engine (nine times out of ten you'll probably run out once you're project get's up to a good size) - which could also mean longer loading/iteration times. It is possible to do that, I'm doing something similar to load only certain information from a UMap asset without loading the entire level - but I don't know how much overhead that adds in itself and how responsive that would be.
Something like Spyro's suggestion seems like a good idea, so long as the path is based on the 'Root Directory' and not specific drives or locations. IDK at this point..
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spyro repliedYes, having the same issues. Redirectors are simply hell on earth.
Why isn't there some system of individual GUIDs for each each resource (created on first import) and a mapping table, storing the current path of this asset on the target computer or a similar system?Last edited by spyro; 12-10-2015, 12:49 PM.
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teak421 repliedGoodness... Not sure how this turned into a ******* match. The bottom line is that UE4 needs to review and make their content browser better... And, one way to do that is to listen to feedback from ALL users, even users from different engines.
Its frustrating how the MOVE / COPY works... I simply want it to work... That's it.
teak
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