Hey folks!

I seem to have hit a problem in Unreal and Perforce that I want to better understand.

After a milestone, I wanted to reorganize our Content folder to keep things tidy and easy to navigate. Everyone else on my team was taking a break from doing anything in the project for a day, so I took it upon myself to do this.

Here was my process:

  1. In P4V, I checked out the entire Content folder
  2. Moved some assets/folders within Unreal Editor
  3. Fixed redirects on the previous location and the new location
  4. Repeated 2 + 3 until I’d reorganized everything to my satisfaction
  5. In P4V, I then reverted all unchanged files and committed all the remaining files.

The result was that everything was nice and clean on my machine. However, when a coworker pulled the change, it seemed some things didn’t move, or were left behind, or were having compile errors on their end. Very different than what I had locally!

I don’t know if this is an issue with Perforce or if this is Unreal being very rigid/fussy about assets being moved! I’m kinda new to Unreal, so want to better understand what happened here.

Did I do anything improper in my process?

  • CrypticCoffee@lemm.ee
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    1 year ago

    I don’t use perforce, but if you do a fresh check out to a new location, what state is in currently in? Does it open and play? That will be the current state in version control.

  • alr
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    1 year ago

    If you used regular filesystem moves, p4 may have registered them as separate deletes and adds. Depending on workspace configuration, Perforce may not propagate deletes from the depot, so old copies might be left behind. Always move files in a workspace using P4V, your Perforce plugin, or the p4 mv command to ensure file continuity. If done properly, this will appear as add/move and delete/move.

    But if things aren’t showing up in new places, it’s likely you referred some things you didn’t mean to or didn’t commit everything. Check to see if you still have anything checked out. Also worth noting that empty directories don’t exist as far as Perforce is concerned.