Perforce setup for Unreal Editor
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As your project progresses and your uc files and art assets increase, it becomes more and more demanding to test, run and modify your work. Sometimes a slightly ill-conceived modification in either your codes or art assets may take hours of your precious time to put everything back in order again. If you were in a development team, this kind of thing would be well taken care of by experienced programmers who have firm understanding on the concept and practice of source control. If you were, however, alone or in a small team without seasoned programmers, a source control solution would be set up and run by you. This short tutorial is written for someone in this situation. You will learn how to install a source control solution, Perforce, and wire it to Unreal Editor through this tutorial.
1. Visit http://www.perforce.com/perforce/downloads/index.html and download two installation files, The Perforce Visual Client (P4V) & The Perforce Server (P4D), according to your operation system.
2. First, install The Perforce Server (P4D) . You can change the install directory.
3. Port Number and DB directory. Use the default Port number but the DB directory location requires your attention. The location will store all the versions of the files you submit. It means it may take huge storage space. Thus I chose ‘D’ instead of ‘C’ which is relatively limited in my case.
4. Text editing application & User name.
5. After finishing your installation, restart your system.
6. Install The Perforce Visual Client (P4V) you downloaded previously.
7. Just follow the instruction.
8. After finishing your installation, restart your system and then run P4V.
Since it is your first time to run P4V, you’ll be prompted by a window which says whether you want connection wizard. Choose ‘Yes’.
9. Host means ‘the name of your computer’. In my case, the name happens to be ‘computer’. So don’t be confused.
10. Create your account. If you work alone, this part doesn’t matter much. But you should put information to progress to the next.
11. This part is important. The ‘workspace’ is the root folder under which your files are source-controlled.
Since I already installed UDK-2010-06 under ‘D:\Dev’, the workspace should be ‘UDK-2010-06’, the name of the existing folder, and the location ‘D:\Dev’.
You can choose other than the root folder. For example, ‘Development\Src’ can be managed. In order to connect to Unreal Ed, you, however, should choose the root folder, as far as I know.
If you mistakenly choose a wrong directory, it’s O.K. After launching P4V, you can delete the wrong workspace and make a new one. The only problem is that the non-commercial version of Perforce can only have 5 workspaces. Bear it in your mind.
12. Add files to Server. Unless you want to source-controll all the files in the UDK-2010-06 folder, choose the below and selectively submit your files later.
13. It’s almost done and your P4V will pop up. Make sure your workspace is correctly loaded.
If you chose a wrong place earlier, you can delete and create your workspace in the workspace view mode.
1. Open and modify ‘DefaultEditorUserSettings’ in ‘UDK-2010-06\UDKGame\Config.
Under [SourceControl], set the ‘Disabled’ to ‘False’. Otherwise, Unreal Editor doesn’t call Perforce.
2. Launch Unreal Editor and then you will be prompted by the following window. Just accept settings.
3. In content browser, choose any asset and click RMB. You can see your Perforce is now wired into Unreal Editor.
4. For testing, submit the asset.
5. You can confirm that your submitted asset is now under the source control DB.
Perforce is a really powerful tool with a lot of advanced functions. These functions are out of the scope of this short tutorial or may be out of my knowledge. Without all the advanced features, perforce is, however, still a very reliable and powerful source control solution. Please visit the Perforce site and learn more about other various ways of using it.
Thank you for reading this tutorial. I hope it helps you,
** If you deal with photoshop, 3dsMas or Maya, P4GT: Plug-in for Graphical Tools is also recommended.