10 KiB
Steve's UE4 Scripts
Summary
These scripts are to help me with various repetetive or easy-to-forget tasks related to Unreal Engine 4.
Git Setup
Initially we'd decided to go back to Subversion because of the importance of good locking workflow for uasset/umap files in UE4, to prevent binary merge errors. However thanks to the good LFS and locking support in the Git LFS 2 (beta) plugin, and a couple of config tweaks, we managed to move back to Git + LFS.
We use a particular content workflow:
- All content creation files in
$REPO/MediaSrc
(subfolders by type)- These are typically in formats e.g. Blender that UE4 doesn't read directly, so outside
Content
- These files are tracked in source control
- These are typically in formats e.g. Blender that UE4 doesn't read directly, so outside
- When exporting, output (
FBX
,PNG
,WAV
etc) goes in$REPO/Content
(and subfolders)- These files are ignored in source control because they are derived data
- UE4 imports them to a
.uasset
which contains all their contents anyway
- All
.uasset
post-imported content in$REPO/Content
is tracked in SVN (binary) - Binary content is marked as needing locking so UE4 will prompt you to check it out
- This is to avoid accidental parallel changes to the (many) binary files UE4 uses
- This is our overriding reason for using Subversion and not Git
Together the scripts below configure everything so I don't have to remember.
Steps to set up Git + LFS for a UE4 project
- The script works for projects with no git repo yet, or those with an existing git repo
- For existing repos, ideally you will not have committed any large files to Git yet
- If you have, it is highly recommended you use
git lfs migrate
to re-write your repository history to be LFS compatible git lfs migrate import --everything --include="*.uasset,*.umap,<others>"
- This repo will need to be re-cloned by everyone but it's MUCH cleaner than changing to LFS mid-history
- If you have, it is highly recommended you use
- Make a note of any custom .gitignore entries you have, the script will replace it
- Run
ue4-git-setup.ps1
in the root project folder - Add back any specialised .gitignores we didn't cover (might not need any)
- Push ALL BRANCHES of this new repo to the host of your choice
Packaging builds
.. TODO
Releasing Builds
.. TODO
LEGACY: Subversion Information (ignore below if using Git)
Steps to create a new SVN repo for a UE4 project
- Create new repo on your Subversion server, note the URL e.g. https://foo/bar
- Run
ue4-svn-create.ps1 [URL]
in the parent folder you want your project to live - This will result in a subfolder called "bar" by default due to URL suffix
See creation script usage to specify a different destination path
- After it's finished the script will have created the trunk/branches/tags folders for you, and then checked out the trunk for you into "bar"
- You then need to copy the contents of your UE4 project into this folder
(UE4 doesn't let you create projects in non-empty folders so if you haven't created a project yet, create it somewhere else then move the contents)
Updating an existing UE4 project
If you already have a UE4 project in Subversion, you can instead just run the in-place setup script instead to configure it for the workflow discussed above. You'll just need to commit the changes after the script has completed.
What these scripts do
Creation Script
-
Creates trunk / branches / tags folders
If they're missing, the script creates them and commits to the root.
-
Checks out trunk
This will become your working folder.
-
Runs the setup script
Performs all the steps from the setup script below. It then commits all these changes so the working copy is ready to use.
Setup Script
-
Ignore unnecessary folders
It ignores folders in the root we don't need in Subversion:
- .vs
- Binaries
- Build
- DerivedDataCache
- Intermediate
- Saved
It sets the
svn:ignore
property in the root folder to do this. It will merge with the contents of any existing property by default.svn:ignore
is not set recursively and does not get inherited (despite what TortoiseSVN gives the impression of). -
Sets binary files to needs-lock
By setting the
svn:auto-props
value for common binary types tracked in the repo such as.uasset
and.umap
, it enforces locking on those files, triggering UE4 to give you check out prompts when you edit them.This property is set on the root folder and is inherited throughout the tree.
-
Creates folder structure
Subversion, and particularly TortoiseSVN has a "quirk" whereby inherited properties are not respected for files inside a folder that isn't added to SVN yet. This means that if you rely on
svn:global-ignores
being inherited from a parent, a file inside a new folder that should be ignored is still shown in the Add/Commit TSVN dialog, until its parent folder is added, at which point it is hidden.I maintain this is extremely dumb behaviour because you can easily add files that should be ignored by accident, unless you manually add the folder first. However a big TSVN thread from a few years back has defended this bizarre approach as "by design". So to mitigate this, I pre-create the majority of our preferred folder structure ahead of time.
Our preferred workflow is:
- All content creation tool files in
$REPO/MediaSrc
(subfolders by type)- These are typically in formats that UE4 might not read directly, so outside
Content
- These files are tracked in SVN
- These are typically in formats that UE4 might not read directly, so outside
- When exporting, place output (
FBX
,PNG
,WAV
etc) in$REPO/Content
(and subfolders)- These files are ignored in SVN because they are derived data
- UE4 imports them to a
.uasset
which contains all their contents anyway
- All
.uasset
post-imported content in$REPO/Content
is tracked in SVN (binary)
So the tool pre-creates
MediaSrc
,Content
and subfolders (if they don't already exist), and adds them to Subversion ahead of time to head off as many quirks as possible. - All content creation tool files in
-
Ignore derived export data in Content folder
As discussed in the workflow section above, exported files like
PNG
andFBX
are not committed because they're duplicated data (source is in Maya/Blender/Photoshop files inMediaSrc
, game-ready data is in.uasset
files inContent
). So we want to ignore them underneathContent
.The
svn:ignore
property isn't helpful because it isn't inherited by subfolders, and if you set it recursively it only applies to folders that already exist. Although we've tried to help by creating most of the structure up-front, we don't want to preclude creating new folders, and don't want everyone who does so to have to remember to set thesvn:ignore
up.So instead we use
svn:global-ignores
, a newer property that is inherited by children (although as noted above it behaves a little oddly before you add folders to SVN, but at least you don't have to set the property again). AnyPNG
,FBX
files you export intoContent
for import will be ignored, and you can just commit the.uasset
files, and the original sources inMediaSrc
. The export files can be considered temporary.We set
svn:global-ignores
for all the common intermediate formats only on theContent
folder. This is so that if, for some reason, you don't have a typical content creator file for an asset and for some reason you want to store thePNG
orFBX
for it manually (instead of just the.uasset
, which is all the game needs), you can put those files inMediaSrc
if you want, and copy them toContent
for importing as a substitute for the normal export workflow.In practice I don't think you need to do this, because you can export
.uasset
files anyway. Probably better to just put orphaned files like this directly inContent
and only commit the post-import.uasset
. But the option is there.
Script Reference
Repo Creation Script
This constructs the entirety of the starting repository from a Subversion URL (which should contain an empty repository, or at most empty trunk/branches/tags subfolders).
Usage:
ue4-svn-create.ps1 [-urn:]svnurl [[-path:]checkoutpath] [Options]
-url : Subversion URL; the ROOT path (should be empty)
-path : Checkout path; if omitted append last part of URL to current dir
-help : Print this help
It calls the setup script below, plus creating the trunk/branches/tags structure, and checking out trunk for you. It also commits all the changes so your repo is ready to go.
Unreal doesn't let you create a new project inside a directory with contents, so create your new project elsewhere then copy it into this new trunk checkout. Unfortunately there's no way to avoid this because we need folders to exist to set SVN properties on them.
Repo Setup Script
This is a second-level script to intialise the structure of an existing Subversion trunk checkout for UE4. Run in the root of that trunk checkout - it will work for existing UE4 folders or blank repositories.
None of the changes are committed so you can review them.
Usage:
ue4-svn-setup.ps1 [[-src:]sourcefolder] [Options]
-src : Source folder (current folder if omitted)
: (should be root of trunk in new repo)
-skipstructurecheck
: Skip the check that makes sure you're in trunk
-overwriteprops
: Replace all properties instead of merging
: Will overwrite svn:ignore, svn:global-ignores, svn:auto-props
-dryrun : Don't perform any actual actions, just report on what you would do
-help : Print this help