UAssets in git?
I recently got my project hooked up to BitBucket via git. The documentation suggests that you use git-lfs for large files, however BitBucket does not support it in its free tier. So I'm not using git-lfs. My first instinct was to add only code to git and ignore all uasset files since they're binary, and I'm not using git-lfs. But I'm getting the sense from the editor behavior that tracking uassets in git is intended.
Are there any complications that could arise from tracking uasset files in git without git-lfs? Corruption, versioning messes, etc? Is this a good idea?
asked Jan 24 '18 at 08:56 PM in Everything Else
Hi, I am the author of the Git Source Control Plugin: Source Control in UE4 Editor is made specifically for sharing uasset & umap.
There is "only" one big problem with Git and other DVCS: the size of each asset can cause problems (for instance limitation of 100MB in Github) and the total sizes of all versions of all assets needs to be Fetched/Pulled to each clients, so you can easily run into multi-GB kind of slow git repositories.
So if you are working in a small team on a small project it's perfectly okay. To run side projects, prototypes, tutoriels, Git is perfect!
answered Jan 24 '18 at 10:15 PM
I also commit uassets with git to bitbucket and I didn't run into any problem yet. If you work with multiple people you have no choice, because just code is not enough.
The only thing where it gets messy is when there is a conflict with a uasset file. You cannot resolve it with e.g. TortoiseGits Resolver, but you have to choose one of the two versions of the asset and check the content in UE4Editor and fit it to your needs.
answered Jan 24 '18 at 09:26 PM
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