UnrealLearningEnvironment / TestProject

Testing git-lfs usage on a UE first-person shooter template project
BSD 3-Clause "New" or "Revised" License
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Test if git clone gets all the .uasset files and can build the project #1

Open imalsogreg opened 8 years ago

imalsogreg commented 8 years ago

Could someone please clone the repo and see if you get a buildable project?

Dropping all my local copies and pulling this repo seems to work for me. And it seems to be downloading the assets from some non-standard-github place, suggesting that the large-filesystem stuff is working. I'd like to see if it works on someone else's setup, to be sure that I'm not getting confused by hidden files or something.

abarbu commented 8 years ago

I suggest that we use docker instead to build. Dealing with machine-to-machine variation will be a mess otherwise.

UE4 has a lot of system-wide dependencies and because it's buggy (not just on Linux but on Windows/Mac too) it's very sensitive to the versions of those libraries. There are Dockerfiles out there that already have all the magic required to get a working build. Also makes tests and automation possible.

imalsogreg commented 8 years ago

Sounds good for distribution - the one UE4 docker container I found was from someone with the handle "tweakmy" - are there other good ones. That would probably be the right way of packaging the engine + the assets for an end user.

For this particular repository, I was hoping to find a way of version controlling resources that aren't tied to a particular platform. i.e. let's say I want to map the BCS building, and I want to have those assets available on my mac when I'm developing here, use the same assets on my linux workstation when I'm developing there, and not have repository noise about anything at the level of the framework. In that use case we want to keep docker out of the picture I think, right?