Path error when using Perforce for checking in a file

When checking in a file via UE4, I get an error that my path isn’t under the client’s root. Here is the part from the log file

LogSourceControl: Attempting 'p4 opened C:/Program Files/Unreal Engine/4.1/...'
[2014.04.25-22.08.38:376][  0]LogSourceControl: Attempting 'p4 client -o CalebSnow'
[2014.04.25-22.08.38:376][  0]LogLoad: Full Startup: 5.40 seconds (BP compile: 0.07 seconds)
[2014.04.25-22.08.38:388][  0]LogContentBrowser:Verbose: The content browser source was changed by the sources view to '/Game/Materials'
[2014.04.25-22.08.38:403][  0]SourceControl:Error: Error Path 'C:/Program Files/Unreal Engine/4.1/...' is not under client's root 'D:\CalebSnow'.

I want to know why it’s trying to look on my C: drive in the first place?

Another question: How can myself and my team reliably check out levels? I don’t see an easy way to do this in UE4 unless it’s through P4V.

Hi,

The error about files not being under client root is benign. Internally we need to access the source control status of engine content so we attempt to find it on startup, which is why you see the Editor attempting to get the status of files in the installation directory.

Source control operations for maps are in the context menu in the Levels tab:

5038-28-04-2014+09-26-36.png

Tom, thanks so much for your help on perforce related issues. One last question - is there an easy way to sync everything up to the depot in the UE4 editor rather than going file by file to sync? And how does moving assets work? Will they get moved and their old references get deleted in other workspaces automatically? :slight_smile:

Unfortunately the directory-level sync feature didn’t make it in for 4.1, but it should be present in 4.2.

By ‘moving assets’ do you mean migrating assets between projects? Migration doesn’t remove assets in the source project, as far as I am aware.

When assets are moved within a project, the old assets are not deleted from source control (or the file system) straight away. Rather they are replaced with ‘redirectors’. These are simple assets that point to the new location that the asset was moved to. They have the same name & location as the old asset. You can see these redirectors by enabling ‘Show Redirectors’ in the content browser filters. You can also fix up these redirectors in a batch process using the context menu (right click on a folder and select “Fixup redirectors in folder”).

EDIT: you can get the change to sync directories from the master branch, if you are particularly brave:

https://github.com/EpicGames/UnrealEngine/commit/d5f6456c9a00d9da1b456c5de7f324000be0f8e2