Search public documentation:
Having control over packages and files while working on your game is important to every developer, and it becomes especially difficult if artists are expected to learn how to use source control packages designed with programmers in mind - meaning, minimal interfaces and cryptic messages. This document will describe how UnrealEd alleviates some of this pain by allowing artists to manage their packages from within UnrealEd itself. NOTE: UnrealEd doesn't know (or care) which SCC you use as long as it exports the proper programming interface.
First, make sure that Source Control support is enabled.
EditorUserSettings.ini in a text editor
- Locate the [SourceControl] section
- Set: Disabled=False
- Save the file!
When SCC is enabled, icons will appear next to the packages in the package tree view of theContent Browser. The icons are as follows:
|The file is available for editing because you have it checked out.|
|The file is read only -- you don't have it checked out.|
|The file is checked out by another user.|
|You don't have the current version of the file.|
|The file is not part of the SCC depot (it needs to be added)|
By right-clicking on a package or asset in the Content Browser you will see a context menu. The source control submenu can be accessed from here.
- Refresh The status of the packages in the Content Browser are only current as of the last time the window was refreshed. If you want to update the statuses immediately, use this option.
- Check Out Will first refresh the status of the file and make sure it is still available to be checked out. If it is, it will check the file out of the SCC depot.
- Submit... Will check a file back into the SCC depot. Depending on your SCC provider, this will pop up a dialog asking you for a check in comment and giving you a few options. This option is only available if the file is checked out to you.
- Revert Will revert a file back to its current revision in the depot. Any changes saved to this file by you since it was last submitted will be discarded. This option is only available if the file is checked out to you.
- Revision History... If your SCC provider supports it, this will pop up a dialog showing you the revision history of the selected file.
During normal operation, there are several ways to interface with source control without using the Content Browser. Content Browser and find them. This dialog only shows up the first time the package is modified and will not reappear until the package is saved and checked in to source control. The editor also queues up packages that are modified during slow operations. For example building lighting may modify several packages. You will be prompted to check them all out at once.
- Check Out Selected: Checks out the selected packages from source control. Note: Ghosted packages cannot be checked out as they are checked out by someone else or not at the head revision.
- Make Writable: Makes selected packages writable. Even ghosted packages can be made writable. Simply click on the check box next to the name. A "square" icon will appear for ghosted packages. This is to let you know that these packages will be ignored if you click "Check Out Selected." Note that it is usually not a good idea to use this option if your source control provider makes files read only that are not checked out as this makes the source control provider have no knowledge of your changes.
- Ask Me Later: Does not check anything out and you will not be asked to check out any packages in the list for the duration of the editor session. Note that using some of save features will still prompt you to check out packages.
- Server: Your Perforce server address and port
- User: Your Perforce username.
- Client Spec: The client spec to use when checking out and submitting files. Also known as workspace in newer versions of Perforce. After you enter your username you can optionally browse for client specs associated with your username.
The SCC integration still has a few additions to be made to it, and this document will be updated as that happens.
This document describes how to add the advanced functionality for NXN Alienbrain 7.5 and newer, however this integration solution could be useful as a guide for users which are using other asset management solutions as well.