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Unreal Engine 4 Git Source Control Plugin

Join the chat at https://gitter.im/SRombauts/UE4GitPlugin

UE4GitPlugin is a simple Git Source Control Plugin for Unreal Engine

It has been integrated by default in UE4.7 in "Beta".

This is a developement fork to be able to develop a "v2" of the plugin alongside the existing git plugin inside currents version of the engine.

Have a look at the Git Plugin Tutorial on the Wiki.

This Git Source Control Plugin is now part of the default Unreal Engine 4.7

Written and contributed by Sebastien Rombauts (sebastien.rombauts@gmail.com)

Supported features

  • initialize a new Git local repository ('git init') to manage your UE4 Game Project.
  • create an appropriate .gitignore file as part as initialization
  • can also make the initial commit
  • display status icons to show modified/added/deleted/untracked files
  • show history of a file
  • visual diff of a blueprint against depot or between previous versions of a file
  • revert modifications of a file (works best with UE4.15 "Content Hot-Reload" experimental option)
  • add, delete, rename a file
  • checkin/commit a file (cannot handle atomically more than 50 files)
  • migrate an asset between two projects if both are using Git
  • solve a merge conflict on a blueprint
  • show current branch name in status text
  • Sync to Pull (rebase) the current branch if there is no local modified files
  • Git LFS (Github, Gitlab, Bitbucket), git-annex, git-fat and git-media are working with Git 2.10+
  • Windows, Mac and Linux

What cannot be done presently (TODO list):

  • Branch/Merge are not in the current Editor workflow
  • Fetch/Push are not in the current Editor workflow
  • Amend a commit is not in the current Editor workflow
  • Revert All (using either "Stash" or "reset --hard")
  • configure user name & email ('git config user.name' & git config user.email')

Known issues:

  • the Editor does not show deleted files (only when deleted externaly?)
  • the Editor does not show missing files
  • missing localisation for git specific messages
  • displaying states of 'Engine' assets (also needs management of 'out of tree' files)
  • issue #22: A Move/Rename leaves a redirector file behind
  • renaming a Blueprint in Editor leaves a tracker file, AND modify too much the asset to enable git to track its history through renaming
  • file history show Changelist as signed integer instead of hexadecimal SHA1
  • standard Editor commit dialog ask if user wants to "Keep Files Checked Out" => no use for Git or Mercurial CanCheckOut()==false

Windows:

Getting started

Quick demo of the Git Plugin on Unreal Engine 4.12 (preview) Git Plugin on Unreal Engine 4.12 (preview)

Install Git

Under Windows 64bits, you could either:

  • install a standalone Git, usually in "C:\Program Files\Git\bin\git.exe".
  • or copy a portable Git inside "/Engine/Binaries/ThirdParty/git/Win32".

Install this Git Plugin

See also the Plugins official Documentation

Within your Game Project only

This alternate "Git development plugin" needs to be installed into a subfolder or your Game Project "Plugins" directory:

<YourGameProject>/Plugins

You will obviously only be able to use the plugin within this project.

Activate Git Source Control for your Game Project

Load your Game Project, then open:

File->Connect To Source Control... -> Git: Accept Settings

See also the Source Control official Documentation

License

Copyright (c) 2014-2017 Sebastien Rombauts (sebastien.rombauts@gmail.com)

Distributed under the MIT License (MIT) (See accompanying file LICENSE.txt or copy at http://opensource.org/licenses/MIT)

How to contribute

GitHub website

The most efficient way to help and contribute to this wrapper project is to use the tools provided by GitHub:

Contact

You can also email me directly, I will answer any questions and requests.

Coding Style Guidelines

The source code follow the UnreaEngine official Coding Standard :

  • CamelCase naming convention, with a prefix letter to differentiate classes ('F'), interfaces ('I'), templates ('T')
  • files (.cpp/.h) are named like the class they contains
  • Doxygen comments, documentation is located with declaration, on headers
  • Use portable common features of C++11 like nullptr, auto, range based for, override keyword
  • Braces on their own line
  • Tabs to indent code, with a width of 4 characters

See also

About

Unreal Engine 5 Git LFS 2 Source Control Plugin (beta)

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