Closed codewing closed 6 years ago
See https://github.com/getnamo/tensorflow-ue4-examples which uses git submodules for each plugin and git lfs for binary files which makes the initial pull faster.
If you're not familiar with submodules see https://git-scm.com/book/en/v2/Git-Tools-Submodules and https://blog.github.com/2016-02-01-working-with-submodules/ for a primer. Github desktop client supports submodules so you can skip some of the git commands.
Thanks for the reply! I've removed the plugin files and added them as a submodule. But I'm still facing the problem that ue4 doesnt open because of the missing plugins.
Unfortunately I cannot release it to the public in the current state due to the exercise restrictions of my university thus I only invited you personally to the repository. But we can still discuss the issue here if anyone faces the same issue. But I was able to reproduce problem with the steps described in my first post.
If i create a new project - add the plugin to it - restart it to make it download the binaries - and then copy the binaries to my other project with the freshly cloned project it works again. This is my temporary fix.
That's the correct way, git shouldn't store binaries so if it's a blueprint project you need to download them from releases and drag and drop over.
Normally if you're using git, the project would support C++ and it would recompile the plugins when you compile the project and generate the binaries whenever you need to e.g. on an engine update.
Ah okay, but I am wondering why it doesnt download the dependencies on its own like it does like the time I initially added it. Because creating another project for the binaries seems kind of weird to me. But anyway thanks for the help!
Hey :) I had to commit the binaries in the three plugin folders to make it work on another machine. This is obviously not preferred so I am wondering what in my setup is wrong:
Steps to reproduce:
Info
What am I doing wrong?