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Hey folks!
I seem to have hit a problem in Unreal and Perforce that I want to better understand.
After a milestone, I wanted to reorganize our Content folder to keep things tidy and easy to navigate. Everyone else on my team was taking a break from doing anything in the project for a day, so I took it upon myself to do this.
Here was my process:
- In P4V, I checked out the entire Content folder
- Moved some assets/folders within Unreal Editor
- Fixed redirects on the previous location and the new location
- Repeated 2 + 3 until I'd reorganized everything to my satisfaction
- In P4V, I then reverted all unchanged files and committed all the remaining files.
The result was that everything was nice and clean on my machine. However, when a coworker pulled the change, it seemed some things didn't move, or were left behind, or were having compile errors on their end. Very different than what I had locally!
I don't know if this is an issue with Perforce or if this is Unreal being very rigid/fussy about assets being moved! I'm kinda new to Unreal, so want to better understand what happened here.
Did I do anything improper in my process?
Holy cow, I'm shocked that Unreal doesn't even have its own slice here.
Wow, that's really good insight! Thank you!
Oh, that's really neat! Prop cigarettes that look and burn like the genuine article, but just have herbs stuffed in it! Thanks!
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At least in the United States, smoking is something fewer and fewer people take up these days. This obviously wasn't the case back in the 50's through the 80's, where cigarettes were commonly smoked out in public.
So whenever I see a period movie or show, filmed in the 2020's but taking place in the 60's, there's frequent scenes where characters are smoking cigarettes in a bar or stress-smoking to the filter after a stressful conversation. And I think to myself, "are these actors all smokers? In this day and age? Or is that an unlit prop ciggy with VFX smoke done in post?"
Are fake cigarettes common in film production now, or are these still typically the real deal?
- Shenmue: Rereleased with a wonderful port on PC/Xbox One/Playstation 4 in 2018, it's an investigative adventure game that takes place in a small town in Japan in 1986. The thing that sticks out to me about it is how unlike any other game in its class before or since, it feels like an authentic depiction of a regular-ass suburb from that period, from people who lived in similar places growing up.
- Freespace 2: Space dogfighting game that gets right to the point, feels intense, and while you're there you find yourself in the middle of an excellent sci-fi radio drama. Holds up great today when you pair your purchased GOG copy with the fan-maintained Freespace Open Source Project engine. Joystick + Keyboard control recommended, but Mouse + Keyboard is fine!
This is right. I desperately want to cycle places and take public transit, but in Los Angeles, things have been built with such distances that this often means 2+ hour trips if not done by car. Cities need to rezone and re-prioritize for better public transit in a lot of areas to reach this vision.
Recently I discovered Harvard's CS50 series of classes.
- It's a series of pre-recorded video classes
- Each class comes with a programming assignment
- You complete the programming assignment using an online Codespace they provide in VS Code (zero setup!)
- It's all completely free
A really excellent way to learn programming in a class structure without actually going out to classes and having hard deadlines.
![Brody](https://programming.dev/pictrs/image/2b55a64e-1cde-4c78-8598-963b41bd64e6.png?format=webp&thumbnail=64)
π’ Programmer at The Odd Gentlemen
π° Posts about game dev / space / space art