vault backup: 2024-05-07 10:57:46

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@ -106,7 +106,9 @@ docker push ghcr.io/blueroses/perforce-helix-p4d:2024.5
- [打通UE4美术资源版本控制关节](https://zhuanlan.zhihu.com/p/261692804)
- [UE5+Perforce+阿里云ECS版本控制搭建流程与工作流程](https://zhuanlan.zhihu.com/p/640743305)
PS. 编码使用UTF8-no bom
PS
1. 编码使用UTF8-no bom
2. Connection>Edit Current Workspace>Advanced设置为`Line ending characters for text file:UNIX style linefeed`
## 注册源码引擎到EpicGames
经过上面的步骤,源码引擎已经构建成功,但是在对项目就行选择引擎版本的时候,发现并没有这个版本 。这是因为构建的引擎没有注册到EpicGames中找到EpicGames安装目录下的注册器。复制到源码工程并且运行即可。
@ -119,6 +121,24 @@ Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe
- https://www.perforce.com/manuals/p4v/Content/P4V/Home-p4v.html
- https://www.perforce.com/manuals/p4sag/Content/P4SAG/Home-p4sag.html
## 开发目录设计
- [UE4管理多重项目-WiseeEngineering翻译](https://zhuanlan.zhihu.com/p/364346565)
- ArtSource美术资源:引擎中相应的美术资产应该统一从ArtSource仓库导入这样美术人员可以集中在标准资产管线下的资产迭代可以更加集中注意力于美术资产质量所以前提是项目初期必须构建标准稳定的渲染和审核验收流程这一点也是国内很多项目及经常返工开发成本极高的原因
- Engine引擎路径这里我用于个人使用则不需要太多的分流
- Project项目工程
Example:
- e:\\Perforce
- ArtSource
- ShowRoom
- UnrealEngine
## depot
默认有depot与spec2个仓库文件。
- Depot默认创建的仓库。
- Specp4admin管理员的配置文件。
## P4Admin
- 用户
- 用户组
@ -128,12 +148,280 @@ Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe
## Typemap
typemap 的设置能够在 Perforce 中控制文件的只读和可写的形式。 然后要做这件事情需要管理员先在命令行cmd下设置 P4 的环境变量。
在指定仓库上右键,点击`Open Command Windows Here`,输入`p4 -P YourPassword typemap`即可在弹出的txt文件中修改保存关闭即可。(输入UE官方推荐的内容即可)
```text
# The form data below was edited by Jeff
# Perforce File Type Mapping Specifications.
#
# TypeMap: a list of filetype mappings; one per line.
# Each line has two elements:
#
# Filetype: The filetype to use on 'p4 add'.
#
# Path: File pattern which will use this filetype.
#
# See 'p4 help typemap' for more information.
TypeMap:
text //....asp
text //....cnf
text //....css
text //....htm
text //....html
text //....inc
text //....js
text+w //....log
text+w //....ini
text+w //....pdm
binary+Fl //....zip
binary+Fl //....bz2
binary+Fl //....rar
binary+Fl //....gz
binary+Fl //....avi
binary+Fl //....jpg
binary+Fl //....jpeg
binary+Fl //....mpg
binary+Fl //....gif
binary+Fl //....tif
binary+Fl //....mov
binary+Fl //....jar
binary+l //....ico
binary+l //....exp
binary+l //....btr
binary+l //....bmp
binary+l //....doc
binary+l //....dot
binary+l //....xls
binary+l //....ppt
binary+l //....pdf
binary+l //....tar
binary+l //....exe
binary+l //....dll
binary+l //....lib
binary+l //....bin
binary+l //....class
binary+l //....war
binary+l //....ear
binary+l //....so
binary+l //....rpt
binary+l //....cfm
binary+l //....ma
binary+l //....mb
binary+l //....pac
binary+l //....m4a
binary+l //....mp4
binary+l //....aac
binary+l //....wma
binary+l //....docx
binary+l //....pptx
binary+l //....xlsx
binary+l //....png
binary+l //....raw
binary+l //....odt
binary+l //....ods
binary+l //....odg
binary+l //....odp
binary+l //....otg
binary+l //....ots
binary+l //....ott
binary+l //....psd
binary+l //....sxw
binary+S2w //....exe
binary+S2w //....dll
binary+S2w //....lib
binary+S2w //....app
binary+S2w //....dylib
binary+S2w //....stub
binary+S2w //....ipa
binary //....bmp
text //....ini
text //....config
text //....cpp
text //....h
text //....c
text //....cs
text //....m
text //....mm
text //....py
binary+l //....uasset
binary+l //....umap
binary+l //....upk
binary+l //....udk
binary+w //....exe
binary+w //....dll
binary+w //....lib
binary+w //....app
binary+w //....dylib
binary+w //....stub
binary+w //....ipa
binary //....bmp
text //....ini
text+w //....config
text //....cpp
text //....h
text //....c
text //....cs
text //....m
text //....mm
text //....py
binary+l //....uasset
binary+l //....umap
binary+l //....upk
binary+l //....udk
binary+l //....ubulk
text //....ignore
```
## 相关概念
### Workspace
Workspace可以理解为depot到本地的一个映射对应本地的一个目录。
新建Workspace在p4admin中depot查看在服务器中存放的所有Ddepot仓库
开发的过程中可以有多个Workspace例如一个用来开发一个用来更新验证保证提交没有错误但一般只推荐有一个Workspace
开发的过程中可以有多个Workspace例如一个用来开发一个用来更新验证保证提交没有错误但一般只推荐有一个Workspace。
### P4ExcludeList
### .p4ignore
命令行
```bash
p4 set P4IGNORE=.p4ignore
p4 ignores
```
```text
# Ignore project files in the root
*.sln
!*\*.sln
.vs
*.suo
*.opensdf
*.sdf
*.pdb
*-Debug.dll
*.xcodeproj
.\Makefile
.\CMakeLists.txt
.\.ue4dependencies
ipch\*
# Packaged engine builds
LocalBuilds\*
# DDC should never be checked in
Engine\DerivedDataCache\*
Templates\**\DerivedDataCache\*
# Engine intermediates & binaries
Engine\Intermediate\*
Engine\Plugins\**\Intermediate\*
Engine\Programs\**\Intermediate\*
Engine\Binaries*
Engine\Plugins\**\Binaries\*
# Feature Packs (they might get updated with langauge packs?)
FeaturePacks\*
# Samples & Templates
Templates\**\Intermediate\*
Templates\**\Saved\*
Samples\**\Intermediate\*
# C# Intermediate folders
Engine\Source\Programs\**\obj\*
Engine\Platforms\**\Programs\**\obj\*
# Saved folders for programs should not be checked in
Engine\Programs\**\Saved\*
Engine\Programs\UnrealBuildTool\*
# Ignore any saved local files
Engine\Saved\*
# Ignore any build receipts
Engine\Build\Receipts\*
# Ignore Unix backup files
*~
# Ignore Mac desktop services store files
.DS_Store
# Ignore crash reports
crashinfo--*
# Ignore linux project files
*.user
*.pro
*.pri
*.kdev4
#
# Setup.bat Ignores
#
# There already might be some files pushed into the repo that would otherwise be
# filtered: those are from the initial commit, coming directly from UE4-GitHub.
# After running Setup.bat, the folders below will be populated with ~46GB of
# files. Hence we'll be blanked ignoring some directories such as ThirdParty,
# Media, Content, etc. If we want to change anything in those blanked-ignored
# folders, we should unignore the specific thing we're adding.
#
.git\*
Samples\**\Content\*
Samples\**\Media\*
Templates\**\Content\*
Templates\**\Media\*
Templates\Media\*
Engine\Platforms\**\Content\*
Engine\Documentation\*
Engine\Extras\*
Engine\Content\*
Engine\Build\*
Engine\Source\ThirdParty\*
Engine\Source\Programs\*
Engine\Source\Developer\*
Engine\Plugins\*
# Specific files
Engine\Config\ShaderCategories.csv
.tgitconfig
.ue4dependencies
# After all this above, there's still a couple folders and files left that doesn't
# fit the filtering criteria above, so we handle them individually here.
Engine\Source\Runtime\Navmesh\RecastDemo*
Engine\Source\Runtime\Launch\Resources\Mac*
Engine\Source\Runtime\Launch\Resources\Linux*
Engine\Source\Runtime\Experimental\Voronoi\Private\voro++*
Engine\Source\Runtime\Apple\MetalRHI\Public\ue4_stdlib.metal
Engine\Source\Runtime\AVEncoder\Private\Microsoft\Windows\ThirdParty\NvEncoder\LicenseAgreement.pdf
Engine\Source\Runtime\Experimental\Chaos\.clang-format
Engine\Source\Runtime\TraceLog\Private\Trace\LZ4\Epic.patch
Templates\TemplateResources\Standard\*.FBX
#
# PLUGINS
#
# Plugins that come with Setup.bat are ignored above altogether, so we un-ignore
# the custom plugins we want to ship with the customized UE4.
!Engine\Plugins\Marketplace*
!Engine\Plugins\Runtime\HoudiniEngine*
# ... but keep ignoring their Build & Intermediate
Engine\Plugins\Marketplace\**\Intermediate\*
Engine\Plugins\Marketplace\**\Binaries\*
Engine\Plugins\Runtime\**\Intermediate\*
Engine\Plugins\Runtime\**\Binaries\*
#
# PackageEngine.bat Ignores
#
# Packaging the engine will generate some .ini files which are safe to ignore
#
Samples\**\Saved\*
```
# ASoul P4设计
仓库: