Ignored files shown as modified content

Hello,
I followed the guide on FMOD documentation page to setup the p4ignore:

# FMod Content
*/Content/FMod/Banks
*/Content/FMod/Buses
*/Content/FMod/Events
*/Content/FMod/PrivateIntegrationData
*/Content/FMod/Reverbs
*/Content/FMod/Snapshots
*/Content/FMod/VCAs

# FMod Plugin, override ignore aka include binaries
!*/Plugins/FMODStudio/Binaries/*
!*/Plugins/FMODStudioNiagara/Binaries/*

Above are the lines from our p4ignore file to properly ignore the auto-generated uassets.
We are facing issues with Unreal Editor still showing these uassets as something that’s modified/need to be added.

Every time a user tries to “Submit Content” from the bottom-right “Revision Control” option in the editor, the engine goes through a discovery process of finding modified assets.

Once done, it shows this window with a bunch of FMOD event uassets in that list.

This is very cumbersome to skim and uncheck those FMOD events before submitting.

Also, we currently only allow specific members on the team to make changes to the bank and the source audio assets are not in the same path as the project.

Couple of notes:

  1. If the user has navigated to the folder where FMOD events are, those FMOD events show up in the list. The list grows as the user navigates through different folders which have FMOD events, sort of like “discovering” the FMOD events.
  2. Trying to submit without unchecking the FMOD events doesn’t actually add the events to the changelist.
  3. The “FMod” word in the p4ignore is not ALL caps, but changing this made no difference locally.

Looking to hear from you.
Thank you.

Hi,

Thank you for the detailed post.

The issue may be that the paths in your project are /Game/FMOD/Events while the .p4ignore path is */Content/FMod/Banks. If this path is updated does the issue persist?

Hello Connor,

Thank you for your reply.

If I change the path to /Game/FMOD/Events, it may fix the editor, but it will affect tracking done through perforce directly, i.e., checking out files through the perforce visual client.

Are you suggesting that we add both lines to the .p4ignore?

1 Like

I think the files in the .p4ignore need to exactly match the files that you want to be ignored. If you try to check out files in the visual client that are part of the p4ignore list you should see a similar error:


HelixCore Docs | Managing Fiels - Ignore files with P4IGNORE.

Please let me know if I am misunderstand the issue.

Thanks

The screenshot in the original post with the path “/Game/FMOD/Events” looks misleading but its not, as Unreal automatically shows asset paths relative to the project root. Unreal Editor shows file paths under Content folder as " /Game/* "
It is how the editor was made.

The original issue only happens with FMOD files as they are auto-generated on Editor open but located under " Content/FMOD " aka " Game/FMOD/ " (in Unreal Editor terms)