project titan was the first time i was exposed to revision control in unreal engine. took a little bit of getting use to but was generally pretty painless. they did a great job of managing perforce for us and cleaning up issues pretty quick. i dont think there were many, if any, instances where we were down down.
Hey there! Yep we have a few playlists on our main TH-cam page one for basic users and another more focused on admin tasks. If you have any specific requests feel free to leave a comment and we’ll try to get something recorded :)
I've been using P4 with UE for many years. And the worst part is delay for every file interaction. Moving 1000 file w/o manually checking them out prior to that will take ages. It's not batching actions at all.
That's a great feature request to mention to Epic, since those commands are being called by the source control plugin in Unreal Engine. P4V and the P4 CLI can batch commands, but I think Epic's current plugin may not batch them efficiently when doing large numbers of moves like that.
With a proper .p4ignore setup and management of data you will be fine. In my experience, Perforce shouldn't have saved, intermediate, DDC, or Build folders in the server. Just Config, content, and .Uproject. I'm sure there are instances where that's not always true but every issue I've had with editor perf has been traced back to this issue.
@rose3d313 is correct. .p4ignore file or the Ignored field in your stream spec needs to be setup before submitting files to the depot. Every performance issue I've ever seen is because someone did not have a .p4ignore file (or a stream spec Ignored field) setup correctly. The reason for the slow performance is that the files are set to read-only on your local file system until they are checked out, which is good for normal Content but bad for files that the engine automatically tries to write to and update (like the Derived Data Cache, Saved, and Intermediate directories). So when you don't ignore those files, the engine freaks out because it can't overwrite those files like it expects and causes performance issues.
project titan was the first time i was exposed to revision control in unreal engine. took a little bit of getting use to but was generally pretty painless. they did a great job of managing perforce for us and cleaning up issues pretty quick. i dont think there were many, if any, instances where we were down down.
A video, just dumbed down to the basics, on how a new user/dev can go from nothing to ready to develop with version control would be excellent.
I think perforce has some videos on that in their channel
Hey there! Yep we have a few playlists on our main TH-cam page one for basic users and another more focused on admin tasks. If you have any specific requests feel free to leave a comment and we’ll try to get something recorded :)
What I'm missing is an official Docker container. For indie studios and home tinkerers that would help tremendously!
So many pains in common I encountered years ago. Thanks for sharing!
Would love to see such a Video and the same amount of tooling for other Source Control Providers.
Performance is so important strong 💪. Thank you
I've been using P4 with UE for many years. And the worst part is delay for every file interaction. Moving 1000 file w/o manually checking them out prior to that will take ages. It's not batching actions at all.
That's a great feature request to mention to Epic, since those commands are being called by the source control plugin in Unreal Engine. P4V and the P4 CLI can batch commands, but I think Epic's current plugin may not batch them efficiently when doing large numbers of moves like that.
The biggest pitfall of Perforce is that enabling its engine integration slows down the engine to unusable crawl 🐢
With a proper .p4ignore setup and management of data you will be fine. In my experience, Perforce shouldn't have saved, intermediate, DDC, or Build folders in the server. Just Config, content, and .Uproject.
I'm sure there are instances where that's not always true but every issue I've had with editor perf has been traced back to this issue.
@rose3d313 is correct. .p4ignore file or the Ignored field in your stream spec needs to be setup before submitting files to the depot.
Every performance issue I've ever seen is because someone did not have a .p4ignore file (or a stream spec Ignored field) setup correctly. The reason for the slow performance is that the files are set to read-only on your local file system until they are checked out, which is good for normal Content but bad for files that the engine automatically tries to write to and update (like the Derived Data Cache, Saved, and Intermediate directories). So when you don't ignore those files, the engine freaks out because it can't overwrite those files like it expects and causes performance issues.