Workflow: Git & Big Assets
I am currently in the start phase of a new game-project with a small team. I would prefer to use git. I would be happy with it, if it weren't for the big-file problem.
My question is how to manage the assets? Have you some experience with git and assets you want to share?
Ideas for Solutions
This are the solution I came up with (ordered from most to least favourite solutions):
ust ignore the issue, until it becomes problematic. Afterwards, we still can remove the asset directories using
? With the possibility to always use the git-fat tool automagically for specific file extensions, this may be even supported by SourceTree and the UE4 Editor git plugin?
3. Use Submodules with depth 1
Like svn, only the current version of assets would be stored locally.
As a Team, we've decided for option 6. We chose to use the
answered May 14 '15 at 09:43 AM
Hi, just a first answer about the Git plugin, about each of your points
Also, you should certainly differentiate Blueprints to all other assets, as only Blueprints are Visually Diff-able.
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