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Redownloaded project from P4 gives strange errors

Hi,

Recently I wanted to clean my workspace, there were several large files that I didn't need. So I deleted them and submitted, but it started to upload everything again. I tried to make it go away, reverting wanted to download all of them again so I thought deleting the files from my drive might help. Well that wasn't a smart move, it broke everything and I wasn't able to do anything in P4V after that as it gave errors of missing files. So I wiped the workspace, created a new one, redownloaded the whole project.

First of all, I can't delete the old workspace as it says that there are pending changes. As I couldn't revert or submit those changes (with the missing files) I removed the workspace mapping. So now the pending is empty but it still gives the error.

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Also, there are lots of problems with the new workspace. It doesn't recognize files or mark them as checked out, even though they are fine in P4V.

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Also, I can't submit from the editor. It says no assets to check in, but I can submit from P4V as they are in the default pending list.

I hope somebody could help me with the issue, I have run out of ideas. :(

Thanks, Fisher

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asked May 06 '15 at 03:28 PM in Using UE4

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Fisher007
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avatar image Fisher007 May 08 '15 at 11:36 PM

Finally, I managed to fix this. Although I still can't delete the faulty workspace, we created a new user with a new, clean ws and it was working properly for everything except for the second part of my post above. This had to be dealt with separately. It seems to be a bug in UE, as the issue came from an inconsistent path naming in the editor. When the folder was created it probably got a name with a lower case letter (Base_materials) then later, for better readability it got the name Base_Materials. Same name but with upper case M. Doesn't matter for UE, doesn't matter for Windows, but it matters for Perforce! The problem arise because UE doesn't change the pathing, as there were no change from its point of view.

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In my opinion it would be good to have a line in the source control docs about this. We had 82 assets (materials and textures) affected by this, each had to be copied to a new folder, and deleted one by one to replace the references. After figuring it out, it wasn't too bad to solve it but we have a relatively small project. I could imagine the headache this might cause to the developers of a full game, possibly with tens of gigabytes of assets. :)

The solution is easy as well if you prepare in advance, you have to set up your Perforce server to be case insensitive.

Thanks, Fisher

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