0:22 What I meant here is that UE has a built-in tool to support for Git, too, but in the meantime, I have learned that in UE with the exception of C++ source files every project artifacts (maps (scenes, levels), even blueprints) are binary files, which cannot be version controlled properly. Every time something is changed the entire binary file is uploaded: no diffs, which leads to enormously large repositories. This way the only thing you can see that this-and-this file has been changed without the diffing functionality. So, writing detailed comments when committing changes is brutally important. Since Blueprints are binary files they should be avoided and use C++, which has excellent version control support. GitHub LFS support doesn't solve this issue, at all. As for repo sizes, you can buy 50G for 5$/month. Just be prepared, that for a complex UE project the free GitHub account might not work as the project grows. Interestingly, in this regard Unity uses a different strategy, but that is a different story.
4:12 An alternative to whitelisting in gitignore is that in UE you can select any artifact and explicitly add it to the repository. That way you don't have to modify the gitignore file. Terribly importand: don't change the Starter Content files, directly. Instead, make a copy outside of the Content/StarterContent and change that file instead. For example, don't change the MInimal_Default map, instead, make a copy and work on that copy and add that component to the repo. This is the cleanest solution from repo management point of view.
3:57 Not storing the Starter Content in the project GitHub repo is a great idea, since when you or or your teammates later clone the project from the repo, and when they will open it, UE will downloads automatically the Starter Content from Epic Games.
Thanks for the video Miklos
0:22 What I meant here is that UE has a built-in tool to support for Git, too, but in the meantime, I have learned that in UE with the exception of C++ source files every project artifacts (maps (scenes, levels), even blueprints) are binary files, which cannot be version controlled properly. Every time something is changed the entire binary file is uploaded: no diffs, which leads to enormously large repositories. This way the only thing you can see that this-and-this file has been changed without the diffing functionality. So, writing detailed comments when committing changes is brutally important. Since Blueprints are binary files they should be avoided and use C++, which has excellent version control support. GitHub LFS support doesn't solve this issue, at all. As for repo sizes, you can buy 50G for 5$/month. Just be prepared, that for a complex UE project the free GitHub account might not work as the project grows. Interestingly, in this regard Unity uses a different strategy, but that is a different story.
4:12 An alternative to whitelisting in gitignore is that in UE you can select any artifact and explicitly add it to the repository. That way you don't have to modify the gitignore file. Terribly importand: don't change the Starter Content files, directly. Instead, make a copy outside of the Content/StarterContent and change that file instead. For example, don't change the MInimal_Default map, instead, make a copy and work on that copy and add that component to the repo. This is the cleanest solution from repo management point of view.
3:57 Not storing the Starter Content in the project GitHub repo is a great idea, since when you or or your teammates later clone the project from the repo, and when they will open it, UE will downloads automatically the Starter Content from Epic Games.