<?xml version="1.0"?>
<rss version="2.0"><channel><title>Unreal Engine Latest Topics</title><link>https://legacy-forum.plasticscm.com/forum/42-unreal-engine/</link><description>Unreal Engine Latest Topics</description><language>en</language><item><title>Why is there no Unreal forum? / Getting started with Unreal</title><link>https://legacy-forum.plasticscm.com/topic/22518-why-is-there-no-unreal-forum-getting-started-with-unreal/</link><description><![CDATA[<p>
	The Unreal documentation for Plastic is really lacking. I'm kind of shocked to find no Unreal forum on this board. I'm trying to figure out how to use PlasticSCM cloud with my first Unreal project and am stuck at trying to figure out what the URL is for my cloud workspace. It would help if i could ask in an Unreal forum.
</p>]]></description><guid isPermaLink="false">22518</guid><pubDate>Tue, 04 Aug 2020 21:57:35 +0000</pubDate></item><item><title>Question about perf when invoking status during an asset move.</title><link>https://legacy-forum.plasticscm.com/topic/24024-question-about-perf-when-invoking-status-during-an-asset-move/</link><description><![CDATA[<p>
	With the UE plugin enabled and using Cloud edition, an asset move invokes this kind of command chain. You'll notice the status command takes a fairly long amount of time. I figure this is because it's doing a directory status on the entire Content/Marketplace folder. Is this guess correct? Would it be a performance improvement to status only the destination file on copy? Or is the status command here for some other purpose?
</p>

<p>
	This would probably also save Plastic some bandwidth if these status queries are cloud-live.
</p>

<p>
	Another guess is that due to me having a very large open changeset that's slowing things down?
</p>

<p>
	Anyway, if I knew better what caused this I could make sure to change my workflow in the future.
</p>

<p>
	Log          LogSourceControl          ExecuteSynchronousCommand: Copy<br />
	Log          LogSourceControl          Moving C:/dev/dead-money/maki/Maki/Content/Marketplace/PolygonDungeonRealms/Meshes/Characters/SK_Chr_Hero_Female_01_Skeleton.uasset to C:/dev/dead-money/maki/Maki/Content/Marketplace/Environment/PolygonDungeonRealms/Meshes/Characters/SK_Chr_Hero_Female_01_Skeleton.uasset...<br />
	Log          LogSourceControl          RunCommand: 'undochange "C:/dev/dead-money/maki/Maki/Content/Marketplace/Environment/PolygonDungeonRealms/Meshes/Characters/SK_Chr_Hero_Female_01_Skeleton.uasset"' (in 0.152s) output (175 chars):<br />
	Log          LogSourceControl          c:\dev\dead-money\maki\Maki\Content\Marketplace\Environment\PolygonDungeonRealms\Meshes\Characters\SK_Chr_Hero_Female_01_Skeleton.uasset unchecked out correctly<br />
	Log          LogSourceControl          RunCommand: 'move --nomoveondisk "C:/dev/dead-money/maki/Maki/Content/Marketplace/PolygonDungeonRealms/Meshes/Characters/SK_Chr_Hero_Female_01_Skeleton.uasset" "C:/dev/dead-money/maki/Maki/Content/Marketplace/Environment/PolygonDungeonRealms/M' (in 0.156s) (output 307 chars not displayed)<br />
	Log          LogSourceControl          RunCommand: 'add "C:/dev/dead-money/maki/Maki/Content/Marketplace/PolygonDungeonRealms/Meshes/Characters/SK_Chr_Hero_Female_01_Skeleton.uasset"' (in 0.324s) (output 223 chars not displayed)<br />
	Log          LogSourceControl          RunCommand: 'status --compact --noheaders --all --ignored "C:/dev/dead-money/maki/Maki/Content/Marketplace/"' (in 1.857s) (output 2595691 chars not displayed)<br />
	Log          SourceControl             The selected items are about to be added. Please wait ...<br />
	Log          SourceControl             Item c:\dev\dead-money\maki\Maki\Content\Marketplace\PolygonDungeonRealms\Meshes\Characters\SK_Chr_Hero_Female_01_Skeleton.uasset was correctly added<br />
	Log          LogSourceControl          Copy of 1 files processed in 2.523s
</p>
]]></description><guid isPermaLink="false">24024</guid><pubDate>Fri, 20 Jan 2023 02:04:16 +0000</pubDate></item><item><title>Plastic SCM plugin 1.8.0 release with Shelves for Unreal Engine 5.x</title><link>https://legacy-forum.plasticscm.com/topic/27191-plastic-scm-plugin-180-release-with-shelves-for-unreal-engine-5x/</link><description><![CDATA[<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	We have released<span> </span><a href="https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.8.0" rel="external nofollow">a new important version 1.8.0 of the Plastic SCM plugin</a> with support for Shelves, as well as bug fixes and more polish to the associated View Changelist UX.
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<img alt="image" data-ratio="56.40" width="1000" src="https://user-images.githubusercontent.com/101874327/218965971-64b9d8aa-250c-4e1f-8c03-2b064ce0dbe4.png"></p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<strong>What's Changed</strong><span> </span>(selection)<strong><span>:</span></strong>
</p>

<ul><li>
		Implement "Shelve status": listing shelves and their content by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #58" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/58/hovercard" data-id="1522803484" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/58" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/58" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#58</a>
	</li>
	<li>
		Implement the "Shelve" operation by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #60" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/60/hovercard" data-id="1529403693" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/60" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/60" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#60</a>
	</li>
	<li>
		Implement the "Unshelve" operation for Unreal Engine 5 by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #61" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/61/hovercard" data-id="1538153598" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/61" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/61" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#61</a>
	</li>
	<li>
		Implement the "Delete" Shelve operation by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #59" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/59/hovercard" data-id="1525230702" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/59" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/59" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#59</a>
	</li>
	<li>
		Add support to diff a file from a shelve by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #67" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/67/hovercard" data-id="1574693339" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/67" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/67" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#67</a>
	</li>
	<li>
		Fix checkin changelist with blank comment by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a><span> </span>in<span> </span><a aria-label="Pull request #66" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/66/hovercard" data-id="1570120100" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/66" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/66" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#66</a>
	</li>
	<li>
		Added support for "Should Delete New Files on Revert" by<span> </span><a data-hovercard-type="user" data-hovercard-url="/users/juliomaqueda/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/juliomaqueda" rel="external nofollow" style="background-color:transparent; color:var(--color-fg-default)">@juliomaqueda</a><span> </span>in<span> </span><a aria-label="Pull request #124" data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/SRombauts/UEPlasticPlugin/pull/124/hovercard" data-id="1562568004" data-permission-text="Title is private" data-url="https://github.com/SRombauts/UEPlasticPlugin/issues/124" href="https://github.com/SRombauts/UEPlasticPlugin/pull/124" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">SRombauts#124</a>
	</li>
</ul><p style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
	<span style="color:#353c41; font-size:14px; text-align:start">Cheers!</span><br style="color:#353c41; font-size:14px; text-align:start"><span style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">Sébastien</span>
</p>

<ul></ul>]]></description><guid isPermaLink="false">27191</guid><pubDate>Tue, 14 Feb 2023 17:00:00 +0000</pubDate></item><item><title>PlasticPlugin looping through "Updating/Checking Files" on every UE project</title><link>https://legacy-forum.plasticscm.com/topic/24034-plasticplugin-looping-through-updatingchecking-files-on-every-ue-project/</link><description><![CDATA[<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="3369" data-ratio="55.46" width="806" alt="explorer_xfCzBicPAB.gif.e18a70892e2bcabe26c9281651cbd5e4.gif" src="https://media.invisioncic.com/r155069/monthly_2023_01/explorer_xfCzBicPAB.gif.e18a70892e2bcabe26c9281651cbd5e4.gif" /></p>

<p>
	See attached gif for example.
</p>

<p>
	This is absolutely driving me crazy. I've wasted days on this so far. PlasticSCM used to work no problem with UE, but now is not working at all. It seemed to start happening after I built/rebuilt a project in Visual Studio, but that could be a total red herring.
</p>

<p>
	Reproduction:<br />
	1. Start new Unreal 5.1 blank c++ project<br />
	2. Click "Source Control" when open<br />
	3. Follow setup guide precisely as listed here for Engine OR Project setup: <a href="https://github.com/PlasticSCM/UEPlasticPlugin#readme" rel="external nofollow">https://github.com/PlasticSCM/UEPlasticPlugin#readme</a>, using correct username, waiting for "Checking Files Into Source Control" to complete before finishing the dialog, etc.<br />
	4. Verify that source control is now enabled and there are no errors.<br />
	5. Save all in UE, save all in Visual Studio.<br />
	6. Close UE and Visual Studio.<br />
	7. Start project from explorer OR from Epic Games Launcher<br />
	8. Wait for project to load..<br />
	8a. At about ~90% loaded, observe the loop shown in attached gif, displaying "Checking/Updating..." while trying to load /StarterContent/Architecture/Floor_400x400<br />
	8b. Wait a few minutes while this loop drives you crazy.<br />
	9. Observe that UE finishes loading.<br />
	10. Click on Source Control and "View Changelist".<br />
	11. Observe a change list of 267 files, while 3,626 need to be checked for reconcile. See attached "changedAssets.png"<br /><a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r155069/monthly_2023_01/changedAssets.png.056410ac5b369f2e057201ae1e329c55.png" data-fileid="3370" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="3370" data-ratio="51.10" width="1000" alt="changedAssets.thumb.png.e506c9b4210d6a4b47923789e3f1a53f.png" src="https://media.invisioncic.com/r155069/monthly_2023_01/changedAssets.thumb.png.e506c9b4210d6a4b47923789e3f1a53f.png" /></a><br />
	12. Close out of UE and look at logs to see a huge list of items being checked out and wonder why the heck things aren't working anymore: <a class="ipsAttachLink" data-fileid="3371" href="https://legacy-forum.plasticscm.com/applications/core/interface/file/attachment.php?id=3371&amp;key=5fe7521882752a7ff689b2c5ac67dd3a" data-fileext="log" rel="">MyProject.log</a>
</p>

<p>
	I'm also attaching "backup" logs.
</p>

<ul><li>
		I have uninstalled and reinstalled Unreal 5.1 and PlasticSCM, for the record. When I do "cm version" in the Command Prompt I get "11.0.16.7726" back. Same thing when I do "cm version in UE"
	</li>
	<li>
		If I do a checkin of all these files, the same exact thing happens again. All of the files are loaded again with only their dates/times being changed, see "changedAssets.png" above.
	</li>
	<li>
		If I open up PlasticSCM I see the same list of assets ready to be checked in once again. See SCM GUI for an example:<br /><a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r155069/monthly_2023_01/SCMGUI.png.be9769a19392e9d129449f1f030e6253.png" data-fileid="3376" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="3376" data-ratio="54.40" width="1000" alt="SCMGUI.thumb.png.f19a93aa68d76ee64eb656b13b8f55e5.png" src="https://media.invisioncic.com/r155069/monthly_2023_01/SCMGUI.thumb.png.f19a93aa68d76ee64eb656b13b8f55e5.png" /></a><br /><br />
		PlasticSCM used to work so well, so easily. Now I can't do any work in UE without endangering everything I do. I am at the end of my rope, and am thankful for any help anyone has to offer!<br /><br />
		Thanks,<br /><br />
		Grant
	</li>
</ul><p>
<a class="ipsAttachLink" href="https://legacy-forum.plasticscm.com/applications/core/interface/file/attachment.php?id=3372&amp;key=c8988e5b051240eda30b916d20c6150f" data-fileExt='log' data-fileid='3372' data-filekey='c8988e5b051240eda30b916d20c6150f'>MyProject-backup-2023.01.24-22.48.28.log</a> 
<a class="ipsAttachLink" href="https://legacy-forum.plasticscm.com/applications/core/interface/file/attachment.php?id=3373&amp;key=b76e588cf7bb8fdcc0b1a57b7b46c773" data-fileExt='log' data-fileid='3373' data-filekey='b76e588cf7bb8fdcc0b1a57b7b46c773'>MyProject-backup-2023.01.24-22.31.04.log</a> 
<a class="ipsAttachLink" href="https://legacy-forum.plasticscm.com/applications/core/interface/file/attachment.php?id=3374&amp;key=35c4d9867b529582b079fc54b5881448" data-fileExt='log' data-fileid='3374' data-filekey='35c4d9867b529582b079fc54b5881448'>MyProject-backup-2023.01.24-22.05.00.log</a> 
<a class="ipsAttachLink" href="https://legacy-forum.plasticscm.com/applications/core/interface/file/attachment.php?id=3375&amp;key=9e2bb4818d426604f3827fac9664a678" data-fileExt='log' data-fileid='3375' data-filekey='9e2bb4818d426604f3827fac9664a678'>MyProject-backup-2023.01.24-22.56.37.log</a></p>]]></description><guid isPermaLink="false">24034</guid><pubDate>Tue, 24 Jan 2023 23:13:10 +0000</pubDate></item><item><title>Question regarding the location of ignore.conf and the example sample for UE5</title><link>https://legacy-forum.plasticscm.com/topic/26547-question-regarding-the-location-of-ignoreconf-and-the-example-sample-for-ue5/</link><description><![CDATA[<p>
	Hello!<br /><br />
	I have two questions: <br /><br />
	1. I created hidden_changes.conf and ignore.conf files directly in the UE5 Project Root Folder, is it a correct location for them?<br />
	2. Does anyone have a basic example sample of ignore.conf / hidden_changes.conf for UE5 as a starter configuration file? <br /><br />
	Thank you so much! <br /><br />
	Best regards<br />
	Daniels 
</p>
]]></description><guid isPermaLink="false">26547</guid><pubDate>Sun, 12 Feb 2023 14:57:30 +0000</pubDate></item><item><title>Plastic SCM plugin 1.7.1 release for Unreal Engine 4.27, 5.0 and 5.1, with support for upcoming UE5.2</title><link>https://legacy-forum.plasticscm.com/topic/24017-plastic-scm-plugin-171-release-for-unreal-engine-427-50-and-51-with-support-for-upcoming-ue52/</link><description><![CDATA[<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	We have released<span> </span><a href="https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.7.1" rel="external nofollow">a new version 1.7.1 of the Plastic SCM plugin</a> with bug fixes and more polish to common workflows.
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<strong>What's Changed</strong><span> </span>(selection)<strong>:</strong>
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<span style="font-size:14px;">1.7.1:</span>
</p>

<ul style="background-color:#ffffff; color:#24292f; font-size:16px; text-align:start"><li>
		<span style="font-size:14px;">Fix working directory for cm on Linux by <a data-hovercard-type="user" data-hovercard-url="/users/dacanizares/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/dacanizares" rel="external nofollow" style="background-color:transparent; color:var(--color-fg-default)">@dacanizares</a> in <a data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/SRombauts/UEPlasticPlugin/pull/120/hovercard" data-id="1508635977" data-permission-text="Title is private" data-url="https://github.com/SRombauts/UEPlasticPlugin/issues/120" href="https://github.com/SRombauts/UEPlasticPlugin/pull/120" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">SRombauts#120</a></span>
	</li>
	<li>
		<span style="font-size:14px;">Fix UE5 crash on ReloadPackages at the end of the "RevertAll" operation by <a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a> in <a data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/54/hovercard" data-id="1473089259" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/54" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/54" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#54</a></span>
	</li>
	<li>
		<span style="font-size:14px;">Fix cm shell timeout if the cli doesn't have credentials saved by <a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a> in <a data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/55/hovercard" data-id="1487012370" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/55" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/55" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#55</a></span>
	</li>
	<li>
		<span style="font-size:14px;">Fix saving a modified asset locally and being able to revert it even if it is locked by <a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a> in <a data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/56/hovercard" data-id="1494727774" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/56" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/56" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#56</a></span>
	</li>
	<li>
		<span style="font-size:14px;">Fix for the 3 way merge tool not showing the Source (Remote) revision… by <a data-hovercard-type="user" data-hovercard-url="/users/SRombautsU/hovercard" data-octo-click="hovercard-link-click" data-octo-dimensions="link_type:self" href="https://github.com/SRombautsU" rel="external nofollow" style="background-color:var(--color-user-mention-bg); border-radius:2px; color:var(--color-user-mention-fg); padding:0px 2px">@SRombautsU</a> in <a data-error-text="Failed to load title" data-hovercard-type="pull_request" data-hovercard-url="/PlasticSCM/UEPlasticPlugin/pull/57/hovercard" data-id="1502636327" data-permission-text="Title is private" data-url="https://github.com/PlasticSCM/UEPlasticPlugin/issues/57" href="https://github.com/PlasticSCM/UEPlasticPlugin/pull/57" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">#57</a></span>
	</li>
</ul><p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<span style="font-size:14px;">Cheers!</span><br>
	Sébastien
</p>
]]></description><guid isPermaLink="false">24017</guid><pubDate>Tue, 17 Jan 2023 16:23:22 +0000</pubDate></item><item><title>Ignore assets</title><link>https://legacy-forum.plasticscm.com/topic/24016-ignore-assets/</link><description><![CDATA[<p>
	Hi. I have an Unreal project with the starter assets plus ones from the marketplace. It's causing Plastic to bog down, failing to push everything to the remote.
</p>

<p>
	How do I ignore files that're already added to Plastic?
</p>
]]></description><guid isPermaLink="false">24016</guid><pubDate>Mon, 16 Jan 2023 20:31:44 +0000</pubDate></item><item><title>Plastic SCM plugin 1.7.0 release for Unreal Engine 4.27, 5.0 and 5.1, with support for upcoming UE5.2</title><link>https://legacy-forum.plasticscm.com/topic/24012-plastic-scm-plugin-170-release-for-unreal-engine-427-50-and-51-with-support-for-upcoming-ue52/</link><description><![CDATA[<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	We have released<span> </span><a href="https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.7.0" rel="external nofollow">a new version 1.7.0 of the Plastic SCM plugin</a> with more polish for Unreal Engine 5 Changelists UI/UX
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<strong>What's Changed</strong><span> </span>(selection)<strong>:</strong>
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	1.7.0:
</p>

<ul><li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Fix crash on updating workspace using "Sync" from global source control menu by @SRombautsU in #46
	</li>
	<li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Fix the View Changelists window not updating on some updates made outside of it by @SRombautsU in #48
	</li>
	<li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Fix reverting locally changed files in partial workspace by @SRombautsU in #49
	</li>
	<li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Fix shared collection: assumes that the default source control status 'Unknown' is "in source control" by @SRombautsU in #50
	</li>
	<li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Limit the size of the history for performance reasons by @SRombautsU in #51
	</li>
	<li style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
		Support for compilation with UE5.2 in current ue5-main branch
	</li>
</ul><p style="background-color: rgb(255, 255, 255); color: rgb(53, 60, 65); font-size: 14px; text-align: start;">
	Cheers!<br>
	Sébastien
</p>
]]></description><guid isPermaLink="false">24012</guid><pubDate>Fri, 09 Dec 2022 10:58:00 +0000</pubDate></item><item><title>Plastic SCM plugin 1.6.2 release merged for upcoming Unreal Engine 5.1</title><link>https://legacy-forum.plasticscm.com/topic/23605-plastic-scm-plugin-162-release-merged-for-upcoming-unreal-engine-51/</link><description><![CDATA[<p>
	We have released <a href="https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.6.2" rel="external nofollow">a new version 1.6.2 of the Plastic SCM plugin</a> with more polish for Unreal Engine 5 Changelists UI/UX
</p>

<p>
	Quite importantly, <a href="https://github.com/EpicGames/UnrealEngine/pull/9414" rel="external nofollow">its PR has been accepted and integrated into ue5-main</a> for the upcoming UE5.1 release!
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	Cheers!<br>
	Sébastien
</p>

<p style="background-color:#ffffff; color:#353c41; font-size:14px; text-align:start">
	<strong>What's Changed</strong> (selection)<strong>:</strong>
</p>

<p>
	1.6.2:
</p>

<ul><li>
		Fix updating the cache of the changelist when interacting with files from the Content Browser (add/remove/checkout/revert)
	</li>
	<li>
		Mimic P4V colors, the red icon if there are active file(s), the blue if the changelist is empty or all the files are shelved.
	</li>
</ul><p>
	1.6.1:
</p>

<ul><li>
		Fix calling too many times Progress.Tick() crashes the GPU Out of Memory: fixes<span> </span><a data-error-text="Failed to load title" data-hovercard-type="issue" data-hovercard-url="/SRombauts/UE4PlasticPlugin/issues/86/hovercard" data-id="997701975" data-permission-text="Title is private" data-url="https://github.com/SRombauts/UE4PlasticPlugin/issues/86" href="https://github.com/SRombauts/UE4PlasticPlugin/issues/86" style="background-color:transparent; color:var(--color-accent-fg)" rel="external nofollow">SRombauts#86</a>,<span> </span><a data-error-text="Failed to load title" data-hovercard-type="issue" data-hovercard-url="/SRombauts/UE4PlasticPlugin/issues/93/hovercard" data-id="1181077015" data-permission-text="Title is private" data-url="https://github.com/SRombauts/UE4PlasticPlugin/issues/93" href="https://github.com/SRombauts/UE4PlasticPlugin/issues/93" style="background-color:transparent; color:var(--color-accent-fg)" rel="external nofollow">SRombauts#93</a><span> </span>and<span> </span><a data-error-text="Failed to load title" data-hovercard-type="issue" data-hovercard-url="/SRombauts/UE4PlasticPlugin/issues/97/hovercard" data-id="1217216584" data-permission-text="Title is private" data-url="https://github.com/SRombauts/UE4PlasticPlugin/issues/97" href="https://github.com/SRombauts/UE4PlasticPlugin/issues/97" style="background-color:transparent; color:var(--color-accent-fg)" rel="external nofollow">SRombauts#97</a>
	</li>
	<li>
		Support new<span> </span><a href="https://www.plasticscm.com/download/releasenotes/11.0.16.7248" rel="external nofollow" style="background-color:transparent; color:var(--color-accent-fg)">11.0.16.7248</a><span> </span>cm changelist --descriptionfile Needed for multiline descriptions, as well as special character support: ?*"
	</li>
	<li>
		Editing the Default changelist also moves all its files
	</li>
	<li>
		Add support for new Plastic Icons now integrated into Unreal Engine 5.1
	</li>
</ul>]]></description><guid isPermaLink="false">23605</guid><pubDate>Wed, 07 Sep 2022 17:23:32 +0000</pubDate></item><item><title>Adding the upgraded plugin to UE 5.0 breaks builds because of the duplicate plugin, but removing the old one breaks the build too?</title><link>https://legacy-forum.plasticscm.com/topic/24005-adding-the-upgraded-plugin-to-ue-50-breaks-builds-because-of-the-duplicate-plugin-but-removing-the-old-one-breaks-the-build-too/</link><description><![CDATA[<p>
	I followed the installation instructions in the plugin, which includes installing the updated plugin to C:\Program Files\Epic Games\5.0\Engine\UE4PlasticPlugin That caused the following issue when I try to build. 
</p>

<pre class="ipsCode">UnrealBuildTool : error : Found 'PlasticSourceControl' plugin in two locations (C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Developer\PlasticSourceControl\PlasticSourceControl.uplugin and C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\UE4PlasticPlugin\PlasticSourceControl.uplugin). Plugin names must be unique.</pre>

<p>
	 
</p>

<p>
	So, I tried deleting the old plugin at C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Developer\PlasticSourceControl but then I get this error instead 
</p>

<pre class="ipsCode">UnrealBuildTool : error : Expecting to find a type to be declared in a module rules named 'XmlParser2' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.</pre>

<p>
	So... it seems like I'm pretty stuck here? How do I get around this? 
</p>
]]></description><guid isPermaLink="false">24005</guid><pubDate>Fri, 06 Jan 2023 21:18:00 +0000</pubDate></item><item><title>Merge Blueprints Tool</title><link>https://legacy-forum.plasticscm.com/topic/23728-merge-blueprints-tool/</link><description><![CDATA[<p>
	I don't know is this Unreal or Plastic plugin issue. However I do struggle to be able to get merge tool for blueprints under source control. I created a conflict with one of mine blueprints, and I did look into documentation from <a href="https://github.com/PlasticSCM/UEPlasticPlugin" rel="external nofollow">https://github.com/PlasticSCM/UEPlasticPlugin</a> . However when I sync content folder I do see my blueprint have exclamation mark like on this picture <a href="https://github.com/PlasticSCM/UEPlasticPlugin/blob/master/Screenshots/Icons/UEPlasticPlugin-NotAtHead.png" rel="external nofollow">https://github.com/PlasticSCM/UEPlasticPlugin/blob/master/Screenshots/Icons/UEPlasticPlugin-NotAtHead.png</a> but when I right click and go under source control, I don't see merge option. Any Ideas how to get access to Merge Blueprints functionality inside the editor?<br /><br /><img class="ipsImage ipsImage_thumbnailed" data-fileid="3278" data-ratio="85.94" width="256" alt="image.png.4c1586565a74e3f99752e16f48bc3fe0.png" src="https://media.invisioncic.com/r155069/monthly_2022_11/image.png.4c1586565a74e3f99752e16f48bc3fe0.png" /></p>
]]></description><guid isPermaLink="false">23728</guid><pubDate>Mon, 28 Nov 2022 00:35:35 +0000</pubDate></item><item><title>Troubleshooting the UE4.27 plugin</title><link>https://legacy-forum.plasticscm.com/topic/23736-troubleshooting-the-ue427-plugin/</link><description><![CDATA[<p>
	I've tried both steps: extracting the 4.27 plugin to my project folder AND my UE4 install directory (removed one when trying the other of course). In neither case did the plugin appear in my library in the epic games launcher... but I was able to enable source control through plastic. It kind of worked. I have plastic for unity enabled too. I have a number of configurations including the local. When I attempt to add my project to source control live coding tells me that encryption is enabled on my server and my local configuration has not been given the keys (paraphrasing here).
</p>

<p>
	I had some problems with one drive renaming my files and confusing the heck out of both me and plastic... it added my computer name to the end of every file. Once I rectified that I tried adding changes to plastic only to be met with that error about encryption keys and my configuration.
</p>

<p>
	<br />
	I currently cannot use source control nor compile. This is what I get when I attempt to compile:<br />
	 
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			Manual recompile triggered
		</p>

		<p>
			---------- Creating patch ----------
		</p>

		<p>
			Running ..\..\..\Engine\Binaries\DotNET\UnrealBuildTool.exe -Target="MYCPP_FPSProjectEditor Win64 Development -Project=""C:/Users/jacob/wkspaces/MYCPP_FPSProject/MYCPP_FPSProject.uproject""" -LiveCoding -LiveCodingModules="C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/LiveCodingModules.txt" -LiveCodingManifest="C:/Program Files/Epic Games/UE_4.27/Engine/Intermediate/LiveCoding.json" -WaitMutex<br />
			  Target is up to date<br />
			  Total execution time: 0.69 seconds<br />
			---------- Finished (0.000s) ----------
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	Let me state that this looks to me like a file handle issue; though I've quick restarted UE4 and shut down my IDE (VS 2022) multiple times attempting to let UE4 grab the project files so that I can compile, to no avail.
</p>

<p>
	 
</p>

<p>
	Above that I get like 100 messages in yellow text saying this:
</p>

<p>
	 
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			Non-unique symbol _volmd found in COFF file C:\Users\jacob\wkspaces\MYCPP_FPSProject\Plugins\UE4PlasticPlugin\Intermediate\Build\Win64\UE4Editor\Development\PlasticSourceControl\Module.PlasticSourceControl.cpp.obj. Do not change the order of these variables while live coding, or consider upgrading to a newer compiler (VS 2015 or later)
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p>
	Let me be clear I don't know what I've done wrong but it never seemed right to begin with <span class="ipsEmoji">😭</span> I would appreciate any help!! <span class="ipsEmoji">😅</span>
</p>
]]></description><guid isPermaLink="false">23736</guid><pubDate>Sun, 04 Dec 2022 10:42:26 +0000</pubDate></item><item><title>Limited By Days Evaluation License Has Expired</title><link>https://legacy-forum.plasticscm.com/topic/23646-limited-by-days-evaluation-license-has-expired/</link><description><![CDATA[<p>
	I've been using Plastic SCM with UE4.27 without issue for a couple of months, but when I had my work password reset recently (which is also my login for Plastic), I have been unable to reconnect it to UE4 ever since. I can still log into and use the desktop app, but it's far less convenient and I have a couple of sync issues that I want to manage directly in the engine instead so I'd like to resolve this ASAP.<br /><br />
	Essentially when I go Source Control &gt; Connect to source control &gt; Provider &gt; Plastic SCM &gt; Accept Settings, I get an error message that says "Limited by days evaluation license has expired." followed by "Connection Error: Limited by days evaluation license has expired." I have uninstalled the Plastic SCM desktop app and reinstalled it. I have removed the default Plastic SCM plugin from the engine and downloaded the 1.5.1 version (the latest 4.27 compatible one as far as I know) with no effect. I am at the end of my understanding and my rope so if anyone has a clue I welcome the input!<br /><br /><img class="ipsImage ipsImage_thumbnailed" data-fileid="3193" data-ratio="78.58" width="719" alt="image.png.a40a92210565e6f8a282ce9707973115.png" src="https://media.invisioncic.com/r155069/monthly_2022_10/image.png.a40a92210565e6f8a282ce9707973115.png" /></p>
]]></description><guid isPermaLink="false">23646</guid><pubDate>Thu, 06 Oct 2022 23:28:53 +0000</pubDate></item><item><title>[UE5] Plasticscm plugin unable to launch command line tool</title><link>https://legacy-forum.plasticscm.com/topic/23604-ue5-plasticscm-plugin-unable-to-launch-command-line-tool/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r155069/monthly_2022_09/image.png.a5741325d07fa7d217974f54f9bccb30.png" data-fileid="3155" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="3155" data-ratio="55.10" width="1000" alt="image.thumb.png.246a23406487061a2994c8b3d1e0a9db.png" src="https://media.invisioncic.com/r155069/monthly_2022_09/image.thumb.png.246a23406487061a2994c8b3d1e0a9db.png" /></a><img class="ipsImage ipsImage_thumbnailed" data-fileid="3156" data-ratio="41.27" width="487" alt="image.png.4f0b6d5eb3834b9e9717d7134bca8b88.png" src="https://media.invisioncic.com/r155069/monthly_2022_09/image.png.4f0b6d5eb3834b9e9717d7134bca8b88.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="3157" data-ratio="10.54" width="958" alt="image.png.eb693c480bdc0d544d4a7da3790fe746.png" src="https://media.invisioncic.com/r155069/monthly_2022_09/image.png.eb693c480bdc0d544d4a7da3790fe746.png" /></p>

<p>
	Have to say that Plastic Application works fine, problem only with Unreal Source Control.
</p>
]]></description><guid isPermaLink="false">23604</guid><pubDate>Wed, 07 Sep 2022 10:33:06 +0000</pubDate></item><item><title>I can check out and push file been checked out another user in cloud repo</title><link>https://legacy-forum.plasticscm.com/topic/23562-i-can-check-out-and-push-file-been-checked-out-another-user-in-cloud-repo/</link><description><![CDATA[<p>
	Why am I able to do that and why I can't see another users checked out files in Plastic window and inside Unreal 5?
</p>
]]></description><guid isPermaLink="false">23562</guid><pubDate>Thu, 11 Aug 2022 15:25:24 +0000</pubDate></item><item><title>New to Plastic with Unreal, little noob question</title><link>https://legacy-forum.plasticscm.com/topic/23522-new-to-plastic-with-unreal-little-noob-question/</link><description><![CDATA[<p>
	Hey everyone, new here. Quick minor question, I pretty much got Plastic SCM in my setup fine. I am just working solo on a project in UE5 with a local repository on my network drive. Before upgrading my actual project I been doing in Perforce, which I feel Plastic SCM for my uses is flowing better. I was wondering one thing. In testing I found if I move my HOME to a previous early revision. I don't appear to get an option in UE5 under source control to Sync to that revision. Only way I found to get my editor to gravitate to that is restarting it. Not sure if this is the proper route to do that, or if there is some setting I am missing that will allow my SYNC in source option to not be grayed out. Other than that, I been toying with branches, moving from spot to spot with no issues. I do notice that my uproject file after a restart ends up with a pending commit in Plastic SCM, which boggles me because I made all my commits prior to any restart but I am guessing that is it updating the main project file to previous changes before the restart? My guess lol.
</p>

<p>
	Anyways, I know this is noob territory so any help is appreciated. I have long been just doing the Winrar backup per update route but I know at this point as deep as I am beginning to develop I will definitely require source control in there. So all this is new to me even though I have dabbled with Perforce slightly. Good work though on this, I feel so much more at ease in Plastic and honestly its fitting my way of developing much better than other options out there, so its my home for sure once I fully figure out the sync situation so I can easily bounce around ahead.
</p>

<p>
	Thanks for anyone that clarifies this little part for me. Good to roll though outside of this, even if I do have to restart to switch back revisions.
</p>
]]></description><guid isPermaLink="false">23522</guid><pubDate>Fri, 15 Jul 2022 18:48:16 +0000</pubDate></item><item><title>Can't connect to plastic scm soure control</title><link>https://legacy-forum.plasticscm.com/topic/23559-cant-connect-to-plastic-scm-soure-control/</link><description><![CDATA[<p>
	I can't connect the source control, what's wrong with it? 
</p>

<p><a href="//media.invisioncic.com/r155069/monthly_2022_08/image.png.c1fb893488cd809261ad6f76903c8caf.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="3126" src="https://media.invisioncic.com/r155069/monthly_2022_08/image.thumb.png.51ef636f497991a962f1c8c89d51da20.png" data-ratio="47.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="image.png"></a></p>]]></description><guid isPermaLink="false">23559</guid><pubDate>Wed, 10 Aug 2022 07:20:42 +0000</pubDate></item><item><title>[SOLUTION] There aren't any diff tools defined in the client configuration file</title><link>https://legacy-forum.plasticscm.com/topic/23552-solution-there-arent-any-diff-tools-defined-in-the-client-configuration-file/</link><description><![CDATA[<p>
	After upgrading Plastic to the newest version (11.0.16.7274) I encountered a bug blocking me from using Unreal external diff in Plastic.
</p>

<p>
	I added Unreal external diff tool as follows:
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="3120" data-ratio="66.48" width="713" alt="image.png.979337e7b9dcd38ace171a45122e3438.png" src="https://media.invisioncic.com/r155069/monthly_2022_08/image.png.979337e7b9dcd38ace171a45122e3438.png" /></p>

<p>
	Custom extension = .uasset<br />
	External tool = "C:\Unreals\UE_4.27\Engine\Binaries\Win64\UE4Editor.exe" "C:\Repos\ExampleProject\ExampleProject.uproject" -diff "@sourcefile" "@destinationfile"
</p>

<p>
	It worked fine so far, but after the upgrade I tried to diff some Blueprints and an error appeared:<br />
	"There aren't any diff tools defined in the client configuration file"<br />
	But clearly there are. I can see the Unreal diff tool in the Diff tools settings.
</p>

<p>
	I reinstalled Plastic few times, removed all config files but the error persisted.
</p>

<p>
	I looked into the %LocalAppData%\plastic4\client.conf file and noticed that the &lt;DiffToolData&gt; section with my Unreal diff tool contains "&lt;FileType&gt;enTextFile&lt;/FileType&gt;" sub-section. This is weird since I selected "Custom extension" in the Plastic diff tools settings. I removed this sub-section, leaving the "&lt;FileExtensions&gt;.uasset&lt;/FileExtensions&gt;". And it worked <span class="ipsEmoji">🙂</span>
</p>

<p>
	I don't know if it's a bug or just my config got corrupted. I spent few hours solving this issue and I decided to write about this in case somebody else has similar problem.
</p>
]]></description><guid isPermaLink="false">23552</guid><pubDate>Fri, 05 Aug 2022 14:41:33 +0000</pubDate></item><item><title>Issue with Plastic Unreal Setup</title><link>https://legacy-forum.plasticscm.com/topic/23511-issue-with-plastic-unreal-setup/</link><description><![CDATA[<p>
	So I'm having an issue setting up Plastic with Unreal Engine. I have the project inside a downloaded repository. When I try to accept settings I get an error. Here are pictures of both the error and how the files are set up. All I'm looking for is for someone to explain what I'm doing wrong, and how I can set this up correctly. 
</p>

<p><a href="//media.invisioncic.com/r155069/monthly_2022_07/1971936672_Screenshot2022-07-07164247.png.5e01dc99ca12d1492a9db4c4642fc346.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="3070" src="https://media.invisioncic.com/r155069/monthly_2022_07/1131697777_Screenshot2022-07-07164247.thumb.png.2f15294ac7a6d9749d94bb9519dc111f.png" data-ratio="65.1" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2022-07-07 164247.png"></a></p>
<p><a href="//media.invisioncic.com/r155069/monthly_2022_07/1406473447_Screenshot2022-07-07164333.png.b7ba049a64cd5babf01a54c6f0664d38.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="3071" src="https://media.invisioncic.com/r155069/monthly_2022_07/1406473447_Screenshot2022-07-07164333.png.b7ba049a64cd5babf01a54c6f0664d38.png" data-ratio="78.4" width="713" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2022-07-07 164333.png"></a></p>]]></description><guid isPermaLink="false">23511</guid><pubDate>Thu, 07 Jul 2022 20:45:10 +0000</pubDate></item><item><title>Plastic SCM plugin 1.6.0 release with Changelists support for Unreal Engine 5.0</title><link>https://legacy-forum.plasticscm.com/topic/23532-plastic-scm-plugin-160-release-with-changelists-support-for-unreal-engine-50/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	We have released a new version of the Plastic SCM plugin for Unreal Engine 5.0, adding support for the new View Changelists window:<br><a href="https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.6.0" rel="external nofollow">https://github.com/PlasticSCM/UEPlasticPlugin/releases/tag/1.6.0</a>
</p>

<p>
	<img alt="List of Changelists and checked-out files they contain" data-ratio="47.30" width="1000" src="https://github.com/PlasticSCM/UE4PlasticPlugin/raw/master/Screenshots/UEPlasticPlugin-Changelists.png?raw=true"></p>

<p>
	This release is also compatible with UE4.27, except for the Changelists UI that is a new feature of the UE5 Editor.
</p>

<p>
	Cheers!<br>
	Sébastien
</p>
]]></description><guid isPermaLink="false">23532</guid><pubDate>Wed, 20 Jul 2022 12:22:22 +0000</pubDate></item><item><title>Merging Uassets</title><link>https://legacy-forum.plasticscm.com/topic/23527-merging-uassets/</link><description><![CDATA[<p>
	I noticed with the new release of the Plastic SCM plugin for Unreal it says that we can now merge BP files, which is incredibly exciting! But, I can't quite figure out how to do it. My first question is: is this a UE5 only feature?<br /><br />
	If not, when the instructions on the github say "You have to trigger the resolve in the Plastic SCM GUI, but then skip it without saving changes in order to let the Editor presents you with a visual diff", how does this process exactly work in a more detailed way?<br /><br />
	Thanks if anyone can help!
</p>
]]></description><guid isPermaLink="false">23527</guid><pubDate>Tue, 19 Jul 2022 22:19:54 +0000</pubDate></item><item><title>append current changeset number to version build in unreal</title><link>https://legacy-forum.plasticscm.com/topic/22970-append-current-changeset-number-to-version-build-in-unreal/</link><description><![CDATA[<p>
	hello, we had the idea to add the current changeset number to a build version number automatically.<br />
	is there a way we can get access to it in unreal and perhaps can access it via command line or so?
</p>

<p>
	how would you approach this, do you have a tip for us? 
</p>

<p>
	thank you very much and greetings!
</p>

<p>
	sascha
</p>
]]></description><guid isPermaLink="false">22970</guid><pubDate>Tue, 24 Aug 2021 22:10:19 +0000</pubDate></item><item><title>Plastic SCM plugin 1.5.1 release for Unreal Engine 4.27 and 5.0, with support for upcoming UE5.1</title><link>https://legacy-forum.plasticscm.com/topic/23450-plastic-scm-plugin-151-release-for-unreal-engine-427-and-50-with-support-for-upcoming-ue51/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	I have good news from Epic Games: they have merged the latest version of our Plastic SCM plugin v1.5.1 on ue5-main <strong>for the upcoming Unreal Engine 5.1</strong>! <br><a href="https://github.com/PlasticSCM/UE4PlasticPlugin/releases/tag/1.5.1" ipsnoembed="true" rel="external nofollow">https://github.com/PlasticSCM/UE4PlasticPlugin/releases/tag/1.5.1</a> was only a bugfix release on top of already merged 1.5.1, including support for some recent breaking code changes.<br>
	I have now checkout the latest commit , rebuilt the editor, and run our validation steps in order to be on the safe side
</p>

<p>
	Enjoy!<br>
	Sébastien
</p>

<p>
	<strong>What's Changed:</strong>
</p>

<ul><li>
		Rename back the provider to "Plastic SCM" so it's the same as in Engine and users can easily switch from one to the other
	</li>
	<li>
		Fix connection at init for commandlets by @SRombautsU in #29
	</li>
	<li>
		Optimize the Revert command to operate on all the files at once for Unreal 5 by @SRombautsU in #27
	</li>
	<li>
		Fix performance issue with the new call to "history" added to each UpdateStatus() by @SRombautsU in #30
	</li>
</ul>]]></description><guid isPermaLink="false">23450</guid><pubDate>Fri, 03 Jun 2022 16:12:02 +0000</pubDate></item><item><title>Ignore DOES NOT work. (Unreal 4 content/developers folder)</title><link>https://legacy-forum.plasticscm.com/topic/22858-ignore-does-not-work-unreal-4-contentdevelopers-folder/</link><description><![CDATA[<p>
	Our developers folder is completely ignored as you can see below. (It was at some point commited but has since been deleted from the repository)
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="2352" data-ratio="32.66" width="790" alt="plastic_i0JA1AmGRW.png.7427bfd9147c4896458b9a85b3db16b4.png" src="https://media.invisioncic.com/r155069/monthly_2021_05/plastic_i0JA1AmGRW.png.7427bfd9147c4896458b9a85b3db16b4.png" />My
</p>

<p>
	This is our ignore file
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="2353" data-ratio="14.83" width="418" alt="sublime_text_hNi0TbWzH0.png.b6133099e833baec77f9174d6f8309eb.png" src="https://media.invisioncic.com/r155069/monthly_2021_05/sublime_text_hNi0TbWzH0.png.b6133099e833baec77f9174d6f8309eb.png" /></p>

<p>
	But whenever I add something to it (yes we use Plastic's Unreal Plugin but the team commits through Plastic/Gluon):
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/r155069/monthly_2021_05/UE4Editor_ckQ7n2kcH3.png.af9866442a280b5343e3cb0c1faf9c95.png" data-fileid="2354" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="2354" data-ratio="12.20" width="1000" alt="UE4Editor_ckQ7n2kcH3.thumb.png.fdf7b47a9812bcaf15ef61826cad2ba6.png" src="https://media.invisioncic.com/r155069/monthly_2021_05/UE4Editor_ckQ7n2kcH3.thumb.png.fdf7b47a9812bcaf15ef61826cad2ba6.png" /></a>
</p>

<p>
	Plastic is all like "Nah brah, let's commit dat"
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="2355" data-ratio="45.00" width="720" alt="plastic_x7ay1UauwL.png.050b585e88ecb11f73230e175ebd5045.png" src="https://media.invisioncic.com/r155069/monthly_2021_05/plastic_x7ay1UauwL.png.050b585e88ecb11f73230e175ebd5045.png" /></p>

<p>
	Our lock rules even state that "PLEASE DON'T TRY TO LOCK FILES IN THIS FOLDER"
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="2356" data-ratio="55.79" width="751" alt="firefox_PcHJyHop53.png.125a0f4e11a0b7cd0a3226752afdd815.png" src="https://media.invisioncic.com/r155069/monthly_2021_05/firefox_PcHJyHop53.png.125a0f4e11a0b7cd0a3226752afdd815.png" /></p>

<p>
	We've had A TON of issues with Plastic's Ignore. And this has been a major point of contempt; with my team pushing for us to go back to Git. So yeah, I don't even know how to defend you guys anymore.<br />
	What could be happening?
</p>]]></description><guid isPermaLink="false">22858</guid><pubDate>Mon, 24 May 2021 00:53:17 +0000</pubDate></item><item><title>How to use with Unreal UE4</title><link>https://legacy-forum.plasticscm.com/topic/22519-how-to-use-with-unreal-ue4/</link><description><![CDATA[<p>
	So how do you get started with UE4? As far as I know, the plugin isn't needed anymore because PlasticSCM is integrated directly into Unreal, right? But there's zero documentation on how to use PlasticCloud with UE4. What do I use for the Plastic settings when I connect to source control? What URL do I use to connect to my cloud workspace?
</p>]]></description><guid isPermaLink="false">22519</guid><pubDate>Tue, 04 Aug 2020 22:20:43 +0000</pubDate></item></channel></rss>
