Unreal Project Collaboration - How to Set up Source Control in UE4 with GitHub
Вставка
- Опубліковано 28 чер 2024
- In this short tutorial I will be covering the setup process for project collaboration utilizing the GitHub integration within the unreal engine. I made an effort to convey the necessary information as fast as I possibly could while still covering everything needed to properly get started. If you have any suggestions for other tutorials concerning GitHub or UE4 development in general, feel free to comment.
Download Links:
GitHub - github.com/
Git LFS - git-lfs.github.com/
GitHub Desktop - desktop.github.com/
My Portfolio Website - qkuslic1.artstation.com/
If you like what I have done and want to support me, feel free to look at my Patreon - www.patreon.com/QuinnKuslich?...
Follow me on Instagram - / qk_halliday
And my Twitter - / qkuslich
The Good stuff, My how long to beat profile -
howlongtobeat.com/user?n=QKHa... - Ігри
Keep making content bro. Clear, concise, and including details many people may get stuck and confused on that a lot of other CC's skip over.
This is a straight End to End guide with all things filled in.
Fantastic
Thank you, I am glad I could help.
Totally agree, you said it all
Perfect!
Straightforward, no bs. Respect. Keep it up!
Great workflow overview of this process! Thank you!
legit the only tutorial that has all the steps for this well done dude
Thanks for the tutorial. Short, sweet, and to the point. Much appreciated!
Glad it helped!
Great tutorial!
@@QuinnKuslich Hi I have a question so my friend and I am working on a game and I have connected Git with unreal egin my friend also downloaded the project via the repository and connected to git I then added a map to the project and then pressed on ''Save Current'' and then pressed on ''Submit to source control and done everything and then I uploaded via github desktop but the map is at my friend not showing what should I do
@@R1Z3Mo did he re upload the map after he made changes, or you? Sorry it wasn’t very clear who had the map
@@QuinnKuslich my friend had the map he saved and uploaded everything but it doesn't show up for me
Дякую! Якраз те, що потрібно було для дипломної роботи. Дуже вдячна)
Love this straight to the point no bollocks tutorial. Heads up for UE5 users source control button is bottom left.
Excellent tutorial, really helpful.
Actual good tutorial, can't wait to start making a game with my friend
Thank you for this great tutorial. I'm still baffled with that I have a working repository on my project now.
This helped me so much. Your Chanel diserves more subs
Lol I wish I could get more, I have no idea how the algorithm works so I basically rely on people to share my content
KEEP DOING WHAT YOUR DOING BRO
Thank you. I will do that
Great tutorial man, still valid in UE5
Exactly how tutorials should be, clearly explained no bullshit - keep it up !
This video is a goldmine of informations, than you for this !
Glad I could help.
Great tutorial thanks
Simple and useful, Thanks
Thank you so much for doing this
My pleasure!
Thx, really useful
NOTE: Private Repos are free now!
Thanks for the information, pinning your comment.
Yasssss thank you!
YOU da man. I'm very grateful
Your 13 minute video is worth more than than all of the Hour long tutorials / webinars etc, combined.
I wish I could like this video 1000 times
Haha Thank you, I also wish you would like this video 1000 times.
Thank you.
super useful ^^
Glad you think so!
Thanks Man
dude, you cant imagine how gratefull i am for this tutorial. top quality. i have 2 things to clarify
FIRST: i will have to share this with my teammates. What do they have to skip from this tutorial to get to work with me in sync? Do they have the UE4 automatically linked to source control when they clone the project? i will be the first commit, so they dont have to open UE4 first, they have to clone the project from git desktop and then open the game project, right? will they have the source control automatically linked or when do they link it?
SECOND: (correct me if im wrong) imagine i submit the first version, then my teammates can clone that file and they will have the latest version from the desktop app. then i can upload every change and they will be able to download it (not the full file just the changes) and automatically have the changes in their pcs, right?
thanks in advance!
I have chapters for this, I talk about sharing the project near the end, as for the initial commit, your teammates will clone that file.
thanks wae a great help
Welcome!
How do you (or others here) handle larger files that result in exceeding the github file size cap?
Roughly said i'd put the static objects on the git ignore, but iam not sure if this is the way to go, especially for textures and stuff.
Git lfs. Someone showed me but you need git lfs with git bash and it will handle large files for you
Question: How can I add branches to Github? There is a master branch to start off with, but how would I add other branches to my repository?
I have no clue honestly, I haven't used github in over a year, I will need to jump back into the documentation
Thanks 😁
You're welcome!
Thanks!
Welcome
I uset github without configuring the unreal project in the editor as you did. I just treated it as a normal software project. is there any big issue doing so?thx
Thanks
Welcome
Any thoughts with regards to the merge conflicts that will be created when multiple people collaborate on a project at the same time? Binary file comparison is not overly useful. Code freezes halt development.
I am not sure, how many people are working on this project at one time?
Hi Quinn, thanks for the reply, apologies for my delay responding. The team size, at the time, was 4. I've come from a background of .Net (Vb / C#) etc, and merges were always quite straight forward as you could "see" the changes. With UE4's binary asset format this isn't possible (as far as I know). I wondered how people typically manage working on projects, whatever size, using source control effectively, with UE4. Perforce seems to get a mention in my Google searches, although I've never used it.
I can't Initialize the project with Git some reason. When I click accept I just get the error "Source Control Connection Error". What am I doing wrong?
Do you have to redownload the zip file every time to get the new stuff that was pushed ?
No, only for when you first get the project from github, after that you can simply pull from master using the github desktop app.
i have LFS but it still wont let me upload large files? any help?
thanks for showing how to turn on dark mode
No problem
Just to clarify. Once the code is on github the other person had to add it to their project manually?
Sorry please answer asap but when my friend downloads the zip file it just shows up as an empty project and then when i download it, its the same and its 1kb and somethings wrong with my thing and i dont understand. The project is fine when i enter it in projects but when i go to the file location it has 1kb and when i open it from there its just nothing what
So I don't have to create a new repository within Github and I don't have to worry about licensing?! Sounds easy enough.
Hi I have a question so my friend and I am working on a game and I have connected Git with unreal egin my friend also downloaded the project via the repository and connected to git I then added a map to the project and then pressed on ''Save Current'' and then pressed on ''Submit to source control and done everything and then I uploaded via github desktop but the map is at my friend not showing what should I do
I'm not totally sure without looking at it, make sure his desktop app is connected to UE4
silly question from a n00b...what files are usually uploaded to source control? Do people usually upload 3d assets/audio files etc, or is it just code/bps other config etc. files
from the research i've been doing it seems like its okay to do so if the filesize is under 100mb. anything over and you have to use LFS
Cloud Boys Music Hey if you still reply then I have a question. Can the project be over 100 mb or is every change itself not allowed to override the 100 mb cap.
@@zuptrox3630 project can be over 100mb. Every asset has to be under 100mb if I remember correctly
Cloud Boys Music Im new to unreal, so if I would import a mesh that’s over 100 mb it wouldn’t work?
All of those are OK, its just files in your project that you want to keep safe
Hey Quinn, do all other collaborators have to install LFS as well?
Yes, they need to go through the entire process (-) uploading the project
@@QuinnKuslich what dos (-) means we dont have to upload the project ?
@@dogamer238 other collaborators don't have to upload the project cause it is already uploaded. They just have to initialize LFS and clone the repository
help plz . . . . can u plz explain how i install houdini engine in "UE5" from Github plz sir
Oof I am not sure about this one...
sry this my first time using github, i have 5gb file when i pushing to origin, there something error message "remote fatal pack exceeds maximum allowed size", how to fix it?, since its my first time i cant understand the explanation on stackoverflow, maybe u can make the video how to fix it, thx
So there is a file restriction, and that comes with using the free account. I can’t remember what the limit is off the top of my head
My Content is over 17 GB is this a Problem with "Github free"?
I get as far as creating the .git folder in my Unreal projects folder. But when I select that folder in Git Desktop it says it can't find it (even though I'm looking right at it and can select it). I'm not sure what I'm doing wrong. I've tried several times and I'm following the tutorial correctly.
Its a hidden file, look up how to view 'hidden files' on Windows
Let me check, its looking like it is a hidden file you need to just check "show hidden files" in explorer
So every file you change yoy need to remember to mark to mark for submission? GAh
Yes
How much space is free? Like how big can me projects bee, if i use this?
I think up to 5 GB, but I’m not totally sure of that
What do you do with 10, 20, 50GB bit games though...
I have the same problem for my team, for now I can only assume you need to get a github orginization started, there are 2 plans behind a paywall which will be "Team": 2GB, 4$/user and there is "Enterprise": 50GB, 21$/user. All off these offers' storage capacities apply to private repositories so if you make it public you can have as much storage as you desire(also for the free github plan) but then again anyone could see, clone and work on your project for their own benefits or likings which is very undesirable i'd say.
Github does require money for those bigger projects. I ran into the issue as well a little bit ago
isn't Private repository free now or do i still need to pay?
free now!
Why can't we just set the repo as private and add collaborator in it with free version ? i really think that its possible, tell me if i'm wrong
Honestly haven't tried it. Let me know if it works for you!
it work
@@QuinnKuslich it work
@@Ravared Great to hear, glad it helped
My collaborator after cloning the project, he cant pull. And when he push we dont see his changement. How deal with this?
S/He seems like cloned and created another branch to your project. Make sure s/he is on same branch with you.
@@hegamon7433 thanks for your reply dude. We both working in main branch.
4:30 He didn’t find path, where is it? What can I do?
That's just where I chose to put my git repository
Anyone here figure out how to do Continuous integration with UE4 and github(building and testing using GitHub actions)
0:12 the reason you will want to do this is an end of world pandemic x)
I'm a little more optimistic I guess. If the world up and ends my dream to become a full fledged VR dev becomes obsolete. Good thing I also love survival horror.
Not that it matters and its a great video but the git websites arent in the desc :p
Thanks for letting me know, I’ll fix that right away
@@QuinnKuslich Holy shit that's a fast reply hahaha. Thanks man. Team of 5 using this video as help to set up our Unreal Project files. Thanks!
@@Bwern that’s what I do lol, lemme get that up for your team
you can now have private it's been a thing for a while as a free user
Thanks for the info
How do I join the project, my friend set his up but idk how it works...
All that you have to do, is installed git hub, git lfs, and he can invite your get hub account to his online repository. Then you can get access to the project just like he would.
@@QuinnKuslich so do I download the project as a zip file and then upload it to ue4?
@@Furiousky You could do that, or use git bash to unpack it, it’s ultimately up to you and how you like to work
I think there’s also a way for you to connect it once you’ve extracted the file
@@QuinnKuslich it wont let me sync to my friend's project, I downloaded it and put it in ue4 but its still not doing anything
I would love to have a brief conversation with you some time
What about my friend?
"I would also like to mention that for every site or reference there will be a link in the description" .....
There is no link to GitHub...
Let me fix that for you friend
@@QuinnKuslich Haha was just a joke :P I was just watching as a refresher. But I appreciate it :)
Sorry for the noob question:
Do we need to buy assets from the store twice?
And what about plugins?
I have a great idea for a game but I need someone skilled in game development to start our project together
Check some game development forums and/discord communities
ANd you told no one woed about git lfs etc... As always, I am doing the all steps you do and getting the mistakes as you don't... damn..
On UE4, perfect work, but on UE5, it will not work even with a lot of effort.
I have files over 100 mb now what?
Is GitHub not taking your files?
@@QuinnKuslich yes its saying there too large I think it has something to do with LFS
@@climbingtooth8716 Do you have git LFS installed? Forgive me if that's a dumb question
@@QuinnKuslich still not working let me restart
@@climbingtooth8716 Use Git bash and then restart your PC, should work after that. 100 MB isnt that big so Github shouldn't be giving you any issues.
Can you explain exactly how would another collaborator gain the ability to download and setup the source control on unreal without having to always reinitialize the project
Generally, you would publish the repository by making a remote repository from the local one you just made. From there, you would invite collaborators to the remote repository and they could clone the remote repository contents and make their own local repositories.
I too have a Female Folder .... For work obviously :V
Lol link the timestamp im curios as to what that file might be
@@QuinnKuslich 5:09 hèhè
@@willegg8436 Oh the female animation pack, 10 out of 10 would recommend
Hi a friend is trying to commit to master on an UE4 project, but when clicking on the button he get an error saying file too big please use Git Lfs even after following all the step to instal and initialize Git Lfs, anyone familiar with this problem ?
edit: the project is above 2gigs that could be a limiting factor, we work in arch viz and we often time work on pretty big project would the free git hub service would be too limiting for our work ?
I cover the installation of git lfs in the tut, Did they make sure to follow that part
@@QuinnKuslich Thx so much for your reply, yes he did it not too sure what happen on his side because it work just fine on my side, I reshared your video with him we should be able to get it right. Great Tutorial man !!!
@@mvp7321 good luck!
100x better than those foreigners who stutter and confuse themselves and never practice, or prepped explaining for the video.
>"foreigners"
You know you're on the internet yeah m8? That term doesn't really mean anything without context. The dude on the channel could be a "foreigner" in relation to you.
Guess you're too bright? That's to be expected considering your choice of words in this context tho lmao
Its not free dont fall for the FREE part
what do you mean it's not FREE
@@QuinnKuslich atm the moment you project is bigger than a gb you need to get a gitLFS subscription
Becaise you weekly upload by default is 1gb