This is a continuation on my last post which you can read Here.
After Following my last post you could connect to a Repository, however, when you try to Commit a change, you get an error that says "Info svn: W155007: 'filename' is not a working copy" this is because svn is looking for a .svn folder inside the Unreal project; which is not present.
what follows are the steps for checking out from a visual client; If you prefer, you can use the command line client you downloaded as shown in the last post instead... You can find more info here.
To follow these steps, you will need to have a svn Client installed. I recommend TortoiseSVN
First navigate to your project directory(default is C:\Users\YOURUSERNAME\Documents\Unreal Projects\ ) then, open the project you want to use source control with, inside that Right-Click on the Content folder, select the SVN Checkout option.
In the Checkout window, you will need to put the URL for your SVN repository, you can leave the rest of the items as they are.
you will get be warned that the folder is not empty... feel free to ignore it and proceed.
this will do a little work, and create the necessary files and folders to allow you to check in files from the unreal 4 editor.
the procedure for this is simple, in the editor, in the Content Browser, Right-Click on an Asset(or folder) and select the 'Mark For Add' option.
you can check-in in a couple of ways:
-Right-Click on an asset that has been added to Source control, then select the 'Check In'
-in the File Menu, select the 'Submit to Source Control' option
either of these opens the check-in dialog which allows you to select the files and folders you wish to check-in. simple enter a check-in message( this is required for most repositories, and is highly recommended) and press OK.
that is it.
comment below with tips/tricks that you have found for the UE4 editor.
One of the new additions to the Unreal engine is in-editor support for SVN (or SubVersion). Previous versions only allowed the in-editor use of Perforce.
A little background
while i could launch into a long and involved rant about the need for version control in development, including games, i won't; I am Assuming that you want to use version control or you would not be reading this post.
Subversion(or SVN) is a version control system freely available, and supported under the Apache software foundation; It is one of more popular version control systems out there. click here for More Info
i am assuming that you have access to the Unreal 4 engine, either by corporate or individual license; And that the editor is installed and working properly.
Ok, Let's Do This
since the SVN support in Unreal is not officially supported yet, getting this to work requires a few extra steps.
***Unreal 4.0.2 now includes these files, making this step unnecessary, so feel free to skip down adding SVN***
the first barrier is that the binaries for svn were not shipped with the launcher version of the engine. (after quick look at the GitHub project and i can't see them included there either... However, i may be wrong ) You can download the binaries Visual SVN; you are looking for the Apache Subversion Command line tools. Direct Download Link. so download the zip anywhere you link.
Next we need to extract the files; we really only need the files inside the bin folder.
the svn binaries need to go inside your unreal install folder, in a specific place. First locate the install location, the default is 'C:\Program Files\Unreal Engine\' under that folder navigate to following folder '4.0' > 'Engine' >'Binaries' > 'ThirdParty' (assuming you installed it in the default location the pathg would look like this "
C:\Program Files\Unreal Engine\4.0\Engine\Binaries\ThirdParty" Once in the ThirdParty directory create a new folder, name it 'svn', inside the new svn folder create a folder called 'Win64'.
Now that the folders are set up, we need to copy the svn binaries into them; So copy the 21 .dll and .exe files from the bin folder you extracted and copy them into the Win64 folder you just created.
the resulting folder should look something like this.
now all that is left is to add SVN to the Unreal project.
here is the simple way, there are others...
In the editor, find the Content Browser( by default it is docked to the lower left side)
right-click anywhere in it. in the context menu, select the bottom option 'Connect To Source Control'
a dialog window will pop up, select the 'Subversion' option from the drop-down and you will see a place for the following info:
Repository, this is the address of the SVN repository.
User Name, this is you user name on the Repository.
Labels Directory, this is the relative path to the labels or tags directory.
Password, this is the password, if any, of the User name above.
when you have the info entered correctly, you should see a notification pop up in the lower right-hand side of the editor, saying "Connection to source control was successful!"
you should be ready to go.
Note: i did not cover installing nor navigating the editor, i feel that there is already more than enough info available as part of the Unreal Official Documentation.
This post is already too long, so there are a few things i did not cover; Setting up a SVN host and Repository, adding and what to add to Source control; ...Etc. If there is some interest I may do a follow-up, Comment below if you are interested.
If you are unsure where to start with networking in Unity, this book is a great book for you.
While the approach is fairly straight-forward, and accessible; the advanced user will find a few things lacking.
This book covers a number of 3rd party tools, the life-blood of Unity3d, and gives fairly simple instruction on using them.
there are a few gotchas:
The first of which is that the ‘Built-in’ unity networking, Raknet, is out of date in unity 4.x and requires quite a bit of work to use in practice… to use the newest RAKnet packages requires a Source licence for UnIty3d, not something the beginner has or wants.
the second of which is that there is very little, Advance topics and material. making the leap from this book to more advanced networking, less experienced users may have difficulty.
overall, i think this is a good place to start if you are a beginner, however you will need additional intermediate material, before becoming comfortable with advance multiplayer techniques.
Tall Ship Team
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