Unwanted messages when team members get latest with UE5 + Perforce P4V

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:

  1. 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 .p4ignore file.

  1. 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!

It look like this is our fault, as the final part of the process to generate these assets is to call:

EditorLoadingAndSavingUtils::SavePackages

Which then calls into:

InternalCheckoutAndSavePackages

This is what is overriding the ignore behavior. Since the files are not kept in source control you could remove the SavePackages call in FFMODAssetBuilder::SaveAssets. I will create a task to investigate the best solution for a future release.

Thank you for the reply. I’ll forward this to our tech team and let you know if this solves both issues. Looking forward to a fix in a future release!

Our tech team implemented your suggested method, and while the Mark for Add pop up doesn’t show anymore when the engine starts, it seems to have shifted the problem.

  1. The Perforce Mark for Add Failed message that popped up for other users when we submit banks with new events to source control doesn’t pop up anymore when the engine is started. Instead the new local FMOD assets show up in the Save Content list in Unreal Engine. This is more confusing for people in other teams, as they don’t always know what to do with it. It also makes it harder to filter out their own files in the save lists.

    The image below shows FMOD files that are requested to be saved (with file names blurred out). When people hit save, the Perforce Mark for Add Failed pops up again.

  2. The second issue where people get requested to delete assets whenever we remove something from our FMOD banks also remains. The provided solution didn’t solve that.

Do you have any other suggestions on how we can solve this, or a recommended way of setting FMOD up with source control to prevent these issues?