Hello,
We’ve been running into some issues with generated assets in the content folder in UE5.6 with P4V source control. We follow the recommended workflow and exclude generated assets from source control, and use the provided Commandlet to generate assets during automated build processes. This works perfectly fine for avoiding locking conflicts, but adding and removing events to the project is causing confusion in other departments, and I wonder what the recommended solution for this is. There are two problems:
- Perforce Mark for Add failed message
Whenever new events are added to the project, only the new bank files are added to source control. Other team members pull these files and generate new local files when they open the UE editor. Unreal tries to add these files to source control even though the files are in folder that are excluded in the.p4ignorefile.
-
Unreal shows Delete Assets window
Whenever we remove an event from our the project/banks, or change it’s name, team members will get the message below when opening then editor after getting latest. This makes sense. They had locally generated files that are now being deleted when FMOD regenerates it’s files when the editor is started. This one is especially confusing, as colleagues tend to wait with progressing until they know they can safely delete or cancel.
I’m wondering if there’s a recommended way to avoid or disable these messages, or to adjust the workflow so that not everyone has to generate all assets locally except for the audio team and the build server. As the team grows, this is becoming more of an issue. I’d love to hear your thoughts!

