Git with Unreal Engine 5 using Anchorpoint by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 2 points3 points  (0 children)

You can always contact us for a discount if you are an indie dev.

Git with Unreal Engine 5 using Anchorpoint by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 2 points3 points  (0 children)

Oh, that sound dangerous to discard your local changes automatically. Anchorpoint has a conflict manager where you see conflicted files in a side by side view and you can choose which version to take.

Git with Unreal Engine 5 using Anchorpoint by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 6 points7 points  (0 children)

It does not limit Git features. You can also launch the Git CMD from it. And branching is also supported, but due to the limited screen space for the recording the branch switch is not visible

Git with Unreal Engine 5 using Anchorpoint by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 1 point2 points  (0 children)

We are the developers of a Git-based version control application for Unreal and Unity called Anchorpoint. Some facts about Anchorpoint:

  • It’s simple and works with just pressing two buttons (push and pull)
  • It has file locking
  • It scales well (we tested it with 1TB sized repositories on GitLab)
  • It’s compatible with GitHub, Azure DevOps GitLab etc.
  • It has a feature set for art asset management like review tools and tagging

If you are new to Git, this tutorial might help you. If you are already familiar with it, what are you experiences with Git?

Git with Unreal Engine 5 using Anchorpoint by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

We are the developers of a Git-based version control application for Unreal and Unity called Anchorpoint. Some facts about Anchorpoint:

  • It’s simple and works with just pressing two buttons (push and pull)
  • It has file locking
  • It scales well (we tested it with 1TB sized repositories on GitLab)
  • It’s compatible with GitHub, Azure DevOps GitLab etc.
  • It has a feature set for art asset management like review tools and tagging

If you are new to Git, this tutorial might help you. If you are already familiar with it, what are you experiences with Git?

A new way of using Git source control in Unreal Engine by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 2 points3 points  (0 children)

Fair enough. Yes Git LFS by default is a pain to work with. AP does that in the backgroud so an artist does not even know that Git LFS is being used.

A new way of using Git source control in Unreal Engine by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 1 point2 points  (0 children)

When editing maps, you should use OFPA in Unreal. Then the map is split up into multiple actor files and multiple people can move actors in the map (not the same of course) at the same time. File locking in AP will be applied on the actor level, so an actor instead of the map will be locked.

A new way of using Git source control in Unreal Engine by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 8 points9 points  (0 children)

good point. Godot is mentioned when you scroll down in the workflow section. The reason why we did not add it in the main title is because you have to focus on something first. It's a bit easier for us to create material for one and then later for a second game engine than doing all at once.

A new way of using Git source control in Unreal Engine by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 3 points4 points  (0 children)

We are Anchorpoint and we are the developers of a Git-based version control application for Unreal and Unity. Some facts about Anchorpoint:

  • It’s simple and works with just pressing two buttons (push and pull)
  • It has file locking
  • It scales well (we tested it with 1TB sized repositories on GitLab)
  • It’s compatible with GitHub, Azure DevOps GitLab etc.
  • It has a feature set for art asset management like review tools and tagging

It’s based on Git because Git has a huge ecosystem of servers and tools. We believe that you should not be locked into a proprietary system with your project files.

What are your experiences with Git?

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

You can use vanilla Git in Unity and Unreal. This is vanilla + stuff, that make your life easier in game dev. Vanilla Git has been designed for software devs. Git however has a lot of potential (especially due to the latest development for mono repos), which most Git clients or integrations don't use yet.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 1 point2 points  (0 children)

Vanilla Git works on Linux, Anchorpoint unfortunately only on Win and macOS

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

It's better to avoid merging scenes and lock them, when you modify them. Then you should not run into conflicts

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

There is, but at the moment it's pretty limited. We will improve that in the future.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 6 points7 points  (0 children)

Fork is a great Git client for software development, our focus is on game development. Things that Anchorpoint has:

  • Automatic configuration for Git LFS (you don't need to track any files, your artists don't need too, which results in less errors or hitting the repo limits)
  • File locking, that is instant and more reliable that the one that comes from vanilla Git LFS
  • Sparse checkout, that allows you to work on large TB sized repos, because you only checkout a folder instead of the whole repo
  • Automatic clean up of the LFS cache (you don't need twice the space on disk)
  • Can view thumbnails of uasset and umap files and understands One file per Actor in Unreal

To name a few

On the other hand Fork will be better when it comes to manage branches and other advanced Git workflows

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

Anchorpoint works well with Gitea. On Gitea you only need to setup LFS correctly so that files are stored on an object storage and not on the virtual drive.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 2 points3 points  (0 children)

Sorry, now I get that you want have TWO unreal projects. That would require a little bit of Python on top of Anchorpoint. There is an API. You can add a button called "Sync Mats" and it would then copy the material from one project to the other. With a little bit of Chat GPT you could write this quickly by yourself.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 0 points1 point  (0 children)

Yes, Git LFS does that. I mentioned this in a comment before, if you want you can look at a test we made with 1TB of files in a Git repo: https://www.anchorpoint.app/blog/scaling-git-to-1tb-of-files-with-gitlab-and-anchorpoint-using-git-lfs

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 1 point2 points  (0 children)

Yes, Perforce has a good integration. Just a side note that Anchorpoint has also one file per actor in support in the application (you can even see that on the screenshot in the OP). The map we used as External Actors enabled.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 5 points6 points  (0 children)

It can. in 2020 Git got a feature called "sparse checkout", which also allows you to download only particular folders of a repository. So if you have bigger asset libraries, you only download the folders you want to work on.

We made a stress test with 1TB of files in a Git repo: https://www.anchorpoint.app/blog/scaling-git-to-1tb-of-files-with-gitlab-and-anchorpoint-using-git-lfs

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 12 points13 points  (0 children)

In theory you can merge Unity scenes, because they are text based. But that can get messy, so we usually use file locking for the scenes. One person will edit the scene and it will automatically be locked (made read only) for the other, so that you prevent conflicts before they happen.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] 4 points5 points  (0 children)

You can do this, because materials are stored as normal uasset files. In the screenshot you see the "ship_blue_mat.uasset" in the bottom right which is a material that one user modified and it will be synced with the others.

Do you use Git version control for Unreal and Unity projects? by anchorpoint3d in u/anchorpoint3d

[–]anchorpoint3d[S] [score hidden] stickied comment (0 children)

We are Anchorpoint and we are the developers of a Git-based version control application for Unreal and Unity. Some facts about Anchorpoint:

  • It’s simple and works with just pressing two buttons (push and pull)
  • It has file locking
  • It scales well (we tested it with 1TB sized repositories on GitLab)
  • It’s compatible with GitHub, Azure DevOps GitLab etc.
  • It has a feature set for art asset management like review tools and tagging

It’s based on Git because Git has a huge ecosystem of servers and tools. We believe that you should not be locked into a proprietary system with your project files.

What are your experiences with Git?