Syncing files with source control (svn)

Hi,

I set up a svn source control system today and tested it.
Unfortunately there are some major issues if I use the Unreal Engine built in Source control.

  1. If I delete an asset in the editor it is NOT UPDATED in the source control!
  2. If I have a modified file (which happens sometimes accidently when I want to look something up and just move a node for instance) and I press Sync, the modified file cannot be updated to the newest Source Control version as it can’t be unloaded. Can you please make an option to dismiss the changes that I have made locally and replace it by the newest Source Control version.

An option like: Right click on an unsafed asset → “dismiss changes” would also solve the problem!

Right now I have to close my editor without saving as I don’t want to make it writable, which seems to mess everything completly up. At least I couldn’t find a way to replace my localy writable file with the newest Source Control version inside of unreal editor.

  1. There is a History dialog, but it seems I can only see the history. Why can’t I just select the version I want and replace the current asset with this version?

Please please fix the first 2 issues! They are really annoying as we have to use Unreals Built in Source Control AND an external software or only an external software to perform the syncing.
And using two syncing mechanisms at the same time leads to chaos and a lot of time for explanation to all team members.

How would you effectively manage source control with that issues being present?

Not Unreal staff, but maybe I can provide some insights (and push this back to the first page):

  1. I haven’t tried deleting anything so far, but this could be related to redirectors deletion not being submitted, which is being worked on: Can't use integrated source control to delete redirectors - Pipeline & Plugins - Epic Developer Community Forums
  2. There should be a revert option under the Source Control menu on right-clicking the asset. You might have to check out the asset first for the option to become available. I agree this is a hassle.
  3. That would interest me as well.

In general, syncing appears to be buggy right now. At least, I’m getting the impression that using Sync in the editor does not actually refresh the assets until the editor is closed and reopened. We’ve had at least one case so far where one user ended up overwriting another user’s changes because of this even though both used Source Control. With that in mind, it seems safest to use the external tool to update to the latest and the internal one for locking files, comparing versions and submitting any changes.

Hi, thanks for your comment!

  1. The really bad thing is, that if I delete a file its not only not updated in the sorce control but also not reappearing when I hit sync again. So we end up having different files on each pc.
    My only solution is to tell everyone in the team never to delete a file inside of unreal or if they do so, they have to use an external Software to submit their changes.

  2. Yes this is correct and it works. But if you haven’t checked it out before, you can’t do that. We had a situation where one guy was programming a file and another guy just wanted to hunt an old bug in the same file. He didn’t want to save anything, just find the bug and then fix it, when the other programmer finished his update.
    Closing the editor without saving the file works, but is annoying.