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SRombauts

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SRombauts last won the day on July 25 2022

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About SRombauts

  • Birthday 05/07/1980

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    Unreal Engine

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  1. For the record, I have been working on this subject recently; I will run more benchmarks and try to come up with a solution that does not only improve perf on big project, but also improve timing or at least don't degrade them on smaller project!
  2. For the record, this version 1.8.0 of the plugin has been accepted upstream and merged for the upcoming release of Unreal Engine 5.2 🎉
  3. hidden_changes.conf and ignore.conf need to be at the root of the Plastic SCM workspace; if it's also the root of the project it's perfect (and easier) but if the project is in a subfolder they won't be used by Plastic SCM The best way to start a new ignore.conf file is to create it with the plugin directly (some documentation here https://github.com/PlasticSCM/UEPlasticPlugin#create-a-new-workspace--repository-directly-from-unreal) : delete the empty one you created, and got to the Source Control "Change Source Control Settings..." login window and use the "Add a ignore.conf file" button: I also attached below the default "ignore.conf" that is created by the plugin. It's only a starter template, will vary depending on your needs, but it starts with Binaries Build DerivedDataCache Intermediate Saved Don't hesitate to ask support for faster answers. Cheers! SĂ©bastien ignore.conf
  4. Could you post your logs please? Here or perhaps even better in a support ticket? Reproducing the issue isn't trivial since it doesn't happen in template projects in my experience
  5. We have released a new important version 1.8.0 of the Plastic SCM plugin with support for Shelves, as well as bug fixes and more polish to the associated View Changelist UX. What's Changed (selection): Implement "Shelve status": listing shelves and their content by @SRombautsU in #58 Implement the "Shelve" operation by @SRombautsU in #60 Implement the "Unshelve" operation for Unreal Engine 5 by @SRombautsU in #61 Implement the "Delete" Shelve operation by @SRombautsU in #59 Add support to diff a file from a shelve by @SRombautsU in #67 Fix checkin changelist with blank comment by @SRombautsU in #66 Added support for "Should Delete New Files on Revert" by @juliomaqueda in SRombauts#124 Cheers!SĂ©bastien
  6. Hey @dwu, I am sorry to hear that; I'd love to get an eye to the Unreal Editor log files from your project! (from <Project>/Saved/Logs/<Project>.log) As mentioned earlier, I think that it would have to do with something that the Unreal Editor doesn't understand/doesn't like, like the version of an asset. Perhaps one template is outdated, and the assets need to be resaved. (And it would be possible that Perforce doesn't trigger the same behavior since in Perforce the assets are "readonly" by default so the Editor cannot touch them, or some similar explanation). I am installing the StarterContent in the just released UE5.1.1 to see if I can reproduce the issue with a new project; can you give me more details on what template project you have been using?
  7. Hello, thank you. I should have added that I made some experiments myself on the biggest project I have at hand, with around 100k assets. The results are; In case of a move from what folder to another, the change I made reduce the time by ~2.918s as part of what was a 3.877s Copy operation! In case a the simple rename of one file in one folder, the change increase the time by ~100ms as part of a ~1.1s rename operation This was just a testing branch, and I have ideas on how to make the change hopefully better by avoiding increasing the time in the scenario 2.
  8. Hello @gharris I don't know if you still need help on that? Thanks a lot for the detailed post, the provided logs and all, it could be very useful! From what maters, I believe that what you are reporting is totally unrelated to the source control plugin, or Plastic SCM; it seems to me that the Unreal Editor believe that every asset is outdated, need to be upgraded to a newer version of the Engine or something like that, and as such checkout them all! Let me know if you ever reproduce it, in which case we would need to look at Unreal logs (and perhaps report the bug to Epic Games themselves) Cheers! SĂ©bastien
  9. Hello, thanks for reaching out with the logs, it's always very helpful! Can you please just share the versions of Unreal Engine & the plugin you are using? I can already see from the logs it's pretty recent so this is just for extra clarity. You are right in your analysis, what is slowing your workflow a lot is the directory status on the entire Content/Marketplace! It's a side effect of another improvement required by Unreal Engine 5, that group all status queries together with their common directory, which in your example is The optimization was made after a series of workaround to deal on how both Unreal & Plastic SCM works, to avoid making many individual calls, or making class with too many files listed Unreal does require to update the status of both the source & the destination (to correctly confirm it as a rename) but it would certainly be worth adding a specific use case for updating the status of only 2 files! Would you be able to give a try to this little change I made to test this scenario in a dedicated branch? https://github.com/SRombauts/UEPlasticPlugin/commits/improve-move-file-performance Cheers! SĂ©bastien
  10. We have released a new version 1.7.1 of the Plastic SCM plugin with bug fixes and more polish to common workflows. What's Changed (selection): 1.7.1: Fix working directory for cm on Linux by @dacanizares in SRombauts#120 Fix UE5 crash on ReloadPackages at the end of the "RevertAll" operation by @SRombautsU in #54 Fix cm shell timeout if the cli doesn't have credentials saved by @SRombautsU in #55 Fix saving a modified asset locally and being able to revert it even if it is locked by @SRombautsU in #56 Fix for the 3 way merge tool not showing the Source (Remote) revision… by @SRombautsU in #57 Cheers! Sébastien
  11. Hello, so the issue you have is not related to Unreal Engine, right? The issue you have is with Plastic SCM normal GUI? If it's related to Unreal, can you share more details on the version of Unreal, the plugin, and give some logs about the errors you get. As for ignoring files that are already added to source control, I think that you should look at "hidden_changes.conf" or perhaps "cloacked", see for instance Cheers, SĂ©bastien
  12. We have released a new version 1.7.0 of the Plastic SCM plugin with more polish for Unreal Engine 5 Changelists UI/UX What's Changed (selection): 1.7.0: Fix crash on updating workspace using "Sync" from global source control menu by @SRombautsU in #46 Fix the View Changelists window not updating on some updates made outside of it by @SRombautsU in #48 Fix reverting locally changed files in partial workspace by @SRombautsU in #49 Fix shared collection: assumes that the default source control status 'Unknown' is "in source control" by @SRombautsU in #50 Limit the size of the history for performance reasons by @SRombautsU in #51 Support for compilation with UE5.2 in current ue5-main branch Cheers! SĂ©bastien
  13. For the record, Unreal Engine 5.1 was released on November the 15th of 2022 with the quite up-to-date version 1.6.2 of the plugin 🎉
  14. Hello, I fixed the .uplugin file and improved a bit the readme with more details on the procedure to update the plugin in Engine. I had to remove "XmlParse2" from the uplugin file so it's possible to use the plugin from the Engine/ dir as documented in the readme. Cheers! SĂ©bastien
  15. As a first feedback, following blindly the readme setup steps with UE5.0 doesn't prevent me to open the project. Looking at logs there is a warning, but by chance it picks the more recent version of the plugin; Packaging does fail As well as adding source code and trying to build from Visual Studio
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