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Sync/Update workspace takes ages on a big unreal project #89
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Update: Refactoring our filenames and paths solved it, it no longer reloads the whole project on sync/update and works without errors |
Thanks for the report and the analysis, it may help others! |
There is still a couple of underlying issue here, so I am reopening it for tracking purpose |
The underlying issue with accents in filenames have now been fixed #18 |
Actually, the fact that it reloads everything and take ages is still a ongoing issue! |
Hello, this has been fixed recently, with PlasticSCM#46 and PlasticSCM#47 Cheers! |
SOLVED
#89 (comment)
Hello!
Our company works on heavy industrial projects in unreal.
Our project sizes are between 30-150 Gb regularly.
When I click on Sync/Update workspace it reloads ALL the assets in the project (all 150 gb of it) even if it's not changed, not touched etc..
It looks like as per https://github.com/SRombauts/UE4PlasticPlugin/blob/da88875a28463b19f64d3731693fad4b49c40a0f/Source/PlasticSourceControl/Private/PlasticSourceControlMenu.cpp#L173
and
https://github.com/SRombauts/UE4PlasticPlugin/blob/da88875a28463b19f64d3731693fad4b49c40a0f/Source/PlasticSourceControl/Private/PlasticSourceControlMenu.cpp#L187
It explicitly reloads all the packages even when it's not needed.
Is there a practical reason it's done this way?
Couldn't this be done as getting the stuff that changed from "cm" and reloading only that?
Is this project still maintained? I know Unity just bought plastic but we'd really need something for unreal as an anternative to Perforce.
We don't want to use Gluon or Plastic GUI for this because artists and staying in unreal all the time ideally.
I'll look into this for our internal use and try to come up with something for big projects.
If this plugin is still maintained and PR-s are welcome I'm happy to make one if I get somewhere.
In the meantime if anyone looked into this before any help or insight would be greatly appreciated :D
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