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Unreal Engine 4 Plastic Source Control Plugin

UE4PlasticPlugin is a simple Plastic Source Control Plugin for Unreal Engine

Quick setup

  1. Your Unreal Engine 4.11.1 Game Project folder should be initialized into a workpace using the standard Plastic SCM GUI or cli.
  2. Unzip the content of the plugin ZIP in the root of the Unreal Engine 4.11.1 project folder. That should create a "Plugins/" folder in it.
  3. Launch Unreal Engine 4.11.1, click on the Source Control icon "Connect to Source", select "Plastic".

Status

Alpha version 0.1.0 2016/04/14 :

  • Windows only
  • infrastructure : connect (cm version & cm status, optionnal configuration of the cli executable path)
  • show current branch name in status text
  • display status icons to show controled/checked-out/added/deleted/private/changed/ignored files
  • display locked files
  • add, duplicate, move/rename a file
  • revert modifications of a file
  • checkin a set of files with a multiline UTF-8 comment
  • migrate an asset between two projects if both are using Plastic SCM
  • delete file (but no way to checkin them, see known issues bellow)

What cannot be done presently (TODO list for v1.0, ordered by priority):

  • show history of a file
  • visual diff of a blueprint against depot or between previous versions of a file
  • solve a merge conflict on a blueprint
  • Windows, Mac and Linux
  • initialize a new workspace to manage your UE4 Game Project.
  • should create an appropriate ignore.conf file as part as initialization
  • should also make the initial commit
  • should also permit late creation of the ignore.conf file
  • tags: implement ISourceControlLabel to manage Plastic labels
  • Branch is not in the current Editor workflow (but on Epic Roadmap)
  • Push are not in the current Editor workflow

Known issues:

  • the Editor does not show deleted files => no way to checkin them!
  • the Editor does not show missing files
  • the Editor does not show .uproject file
  • displaying states of 'Engine' assets (also needs management of 'out of tree' files)
  • a Move/Rename leaves a redirector file behind: renaming a Blueprint in Editor leaves a tracker file, AND modify too much the asset to enable Plastic to track its history through renaming
  • improve the 'Init' window text, hide it if connection is already done, auto connect
  • reverting an asset does not seem to update content in Editor!
  • file history show Changelist as signed integer instead of hexadecimal SHA1
  • standard Editor commit dialog ask if user wants to "Keep Files Checked Out" => no use for or Mercurial CanCheckOut()==false