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difficulties following guideline for Implementing State Branch #92

@billy-agate

Description

@billy-agate

hello i'm currently trying to implement state branch with git lfs plugin. but I'm still stuck on how to actually do it.

I'm still very new to unreal C++ scripting and module system so that I might miss lots of stuff.

below are script I created for trying out implementing state branches mostly copied from readme pages

image

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyUnrealEdEngine.h"

#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"

void UMyUnrealEdEngine::Init(IEngineLoop* InEngineLoop)
{
	Super::Init(InEngineLoop);

	// Register state branches
	const ISourceControlModule& SourceControlModule = ISourceControlModule::Get();
	{
		ISourceControlProvider& SourceControlProvider = SourceControlModule.GetProvider();
		// Order matters. Lower values are lower in the hierarchy, i.e., changes from higher branches get automatically merged down.
		// (Automatic merging requires an appropriately configured CI pipeline)
		// With this paradigm, the higher the branch is, the stabler it is, and has changes manually promoted up.
		const TArray<FString> Branches{ "origin/develop", "origin/promoted", "origin/master"};
		SourceControlProvider.RegisterStateBranches(Branches, TEXT("Content"));
	}
}

with unreal DefaultEngine.ini

[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Engine/Maps/Templates/OpenWorld

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5
+D3D11TargetedShaderFormats=PCD3D_SM5
Compiler=Default
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
SourceDataOverridePlugin=
ReverbPlugin=
OcclusionPlugin=
CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0)
CacheSizeKB=65536
MaxChunkSizeOverrideKB=0
bResampleForDevice=False
MaxSampleRate=48000.000000
HighSampleRate=32000.000000
MedSampleRate=24000.000000
LowSampleRate=12000.000000
MinSampleRate=8000.000000
CompressionQualityModifier=1.000000
AutoStreamingThreshold=0.000000
SoundCueCookQualityIndex=-1


[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True

[/Script/WorldPartitionEditor.WorldPartitionEditorSettings]
CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet'

[/Script/Engine.Engine]
UnrealEdEngine=/Script/GitStatusBranch.MyUnrealEdEngine

[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True
SecurityToken=E2EDFDDF4F6E5D5EA349C592303DB891
bIncludeInShipping=False
bAllowExternalStartInShipping=False
bCompileAFSProject=False
bUseCompression=False
bLogFiles=False
bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=

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