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strategies for dealing with OFPA bloat and perforce?

poopipe
grand marshal polycounter
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poopipe grand marshal polycounter
Yesterday I was happily laying out buildings in my city map and managed to generate a single p4 changelist with over 180,000 files in it.

The number of actors in my level isn't a problem in itself, where I'm getting issues is that p4 does not like having 180,000 files in a changelist and the resulting upset seems to be causing unreal to hang / crash a lot when making changes to large groups of assets (eg. enabling a setting on several hundred actors)
The p4 repo is on a disk in the same machine so I'm not dealing with network issues or anything like that - it's just the sheer volume of shite that unreal generates. 


I'm curious about how (if) others are handling this sort of thing or if there are any tools available that might help. 


ta

Replies

  • iam717
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    iam717 interpolator
    I've never touched unreal but reading this gave me a suggestion, perhaps slow down the adaptability of the change? maybe its the processing of it too quickly?
    "I'm not dealing with network issues",
    If you can do things offline also try that, unless you are using some network situation that was not mentioned.
    Wish i could be of more help, hope someone who has dealt with this comes around to help, try asking in many areas not just here.




  • poopipe
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    poopipe grand marshal polycounter
    it's all local 

    breaking my work up into smaller chunks and committing them piece by piece resolves the perforce issues - it's just a pain in the arse to do it. 
    the problem i face now is that unreal seems incapable of loading all the files it's generated so it looks like i'm rolling back commits until it unfucks itself 

    I'm sorely tempted to go back to 4.27 at this point - 5 remains a joke
  • iam717
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    iam717 interpolator
    Even if i never used it, i really wanted to but the new signup is just very off putting and strange from there here it is come get it, approach of the past..  
    I know its because of the "switching" of "owners".  
    Yeah, it feels deliberate and i can't shake it (that feeling). 

    Bunch of news out there of the "happenings", so "we" got comfortable letting "them" get to big i guess.  
    The other month or so i looked into alternatives (non-popular engines) to "window shop", the herd should have moved to alternatives in-case of this scenario.  Few of them did make posts here but never got traction.

    breaking my work up into smaller chunks and committing them piece by piece resolves the perforce issues
    Cool to hear but yeah i can imagine, I've seen some scene's and wow the amount of things going on, gets pretty bloated looking rather quickly, especially in wired mode.

    Just going to stay the "grunt" i suppose and do the character things and leave environment to the Environment Artists, Marmo works well enough for my needs, even if i do not get all the fancy "new" things, playing pretend / (Env.Art.) .
    Edit for post below.
    Its that strange tye in with disneys crazy disclaimer you can not sue them ever cause you "signed-up" once for disney+(which i feel they can do or say with just about any of their "luxuries".)
  • poopipe
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    poopipe grand marshal polycounter
    in Epic's defence you only need the account to download the engine/source code or use the marketplace - you can work completely offline otherwise. 
    This seems reasonable - they're giving you the engine in exchange for a little bit of data and you kinda need an account to use an online store. 

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