-
Notifications
You must be signed in to change notification settings - Fork 29
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Unreal Game Sync support #95
Comments
Inspired by UGS, but with PlasticSCM instead of Perforce:
|
The mentioned tool sounds also very promising. One minor suggestion for your Plastic-UGS solution: Many teams (like us) don't maintain their own version of the editor, but only plugins and game modules (using the standard Unreal from the launcher). It would be great if we could also benefit from your solution, i. e. sync game and plugin binaries, but not the editor. Thank you for working on good Plastic integration :) |
I saw someone asking for this on Unreal forums (last year already) so I am referencing this here |
I looked into refactoring UGS to create an abstraction layer for the source control provider, and it's non-trivial due to the highly coupled nature. It would be much easier to implement a new application (such as https://github.com/goalsgame/gamecure mentioned in the two comments here). I personally found Gamecure to be immature, not easily configurable opinionated solution back in June. Perhaps it has matured since then. I'm still tempted to create a NodeJS solution instead of a C# one that is designed with abstraction layers in mind. If you think about it, UGS is also highly opinionated and not that configurable; a rewrite is due. |
Displaying the name of the current branch in the status bar
Asked today by @sirjofri on Unreal Slackers (but far from the first user to ask)
Unreal Game Sync is a tool above Perforce, https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UnrealGameSync/
The text was updated successfully, but these errors were encountered: