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Showing results for tags 'Exclusive checkout'.
Hi We are currently working on a project in UE4 using Plastic as our main (and only) source control solution. Since files from Unreal Engine cannot be merged, we are using exclusive checkouts most files. It happens quite often that we want to test some features or create a slightly divergent version of the project for a demo. The issue we experience is that doing version control for these branches gets quite annoying. Even though the exclusive checkouts work on a branch basis to check if you have the latest version, it's impossible to checkout or push a file that's already checked out on another branch. This behavior feels weird because the checkout/checkin on the other branch will not affect your current branch in any way. Once it's checked in again on the other branch, your options are exactly the same as before the file was checked out on the other branch. I may understand something wrong here, but it feels weird to me at least. So the issue is that branches are never completely separated in terms of checkouts. So making a child branch for a different release or demo with it's own history and locks is not possible as far as I know. Specifically for our use case, a one-way child branch that's excluded from locking would be enough. Since this is basically a fork, a way to set up forks would also solve this issue. If this behavior is designed like this on purpose or we simply missed an existing feature, we're open for suggestions on how to set up source control in situations like these. Thanks in advance! Wouter
Hello, This post http://blog.plasticscm.com/2014/11/orchestrate-your-development-with.html explains how to set up exclusive checkout in a distributed server setup. Can we use this with the official plastic cloud? Can we tell our server to use the plastic cloud server as the file locking manager? Thank you for your answers