Tips for Perforce Admins
- It seems like that on Mac OSX the school is altering the result of HOSTNAME and make it look like a different computer when off the LSU network. For example my mac hostname at home is: Marc’s MacBook Pro but at school my hostname is: 88-66-5a-0e-1c-d6.wlan.lsu.edu
Place in root folder above project directorty with .uproject project name. Right click and download a linked file copy here. Because the folders have no slash in front of them it is any folder names Saved/ not just root of the .p4ignore file.
Saved/
Intermediate/
DerivedDataCache/
*.pdb
obj/
*.vcxproj
*.sln
*-Debug.*
FileOpenOrder/
*.DS_Store
-
Assign
.p4ignoreon each project by addingp4 set P4IGNORE=.p4ignore. Add and submit to repository. -
Stop anyone from creating a new user by typing in command line:
p4 configure set dm.user.noautocreate=2. You should receive a response of For server 'any', configuration variable 'dm.user.noautocreate' set to '2' if succesful.
Not saving ini with version control
I had to change Saved/Config/Windows/SourceControlSettings.ini to this:
[SourceControl.SourceControlSettings]
UseGlobalSettings=True
It was set to false prior. Once that was done, I loaded the editor, then set up source control again.
[SourceControl.SourceControlSettings]
UseGlobalSettings=True
Provider=Perforce
[PerforceSourceControl.PerforceSourceControlSettings]
Port=[IP ADDRESS]:[PORT]
UserName=[Username]
Workspace=[Workspace]
HostOverride=
Someone has accidentally checkout files and will not check them back in. You can force them to revert with admin privileges.
p4 revert -C WORKSPACENAME //DEPOTNAME/...
Occasionally project files are locked and no one has them checked out in Unreal.
Run p4 retype -t binary //DEPOT/.... This will unlock ALL the files in the repo
There are files/folders in the depot that should be ignored.
Run p4 obliterate //DEPOTNAME/FilePaths... to test what files will be obliterated. If the results are correct then type
p4 obliterate -y //DEPOTNAME/FilePaths...
If typemap is wrong (.uasset should be binary+l), retype all the files in the project by going to a root folder on a workspace and running
p4 edit -t auto ...
Submit changes to the server.
Performs a copy and submit in one command when creating new streams.
p4 populate //PROJECT NAME/BRANCH_SOURCE/... //PROJECT_NAME/BRANCH_DESTINATION/...
p4 opened -a //depot/Your/Location/...
clients -a -S //DeportName/Stream
# Perforce File Type Mapping Specifications.
#
# TypeMap: a list of filetype mappings; one per line.
# Each line has two elements:
#
# Filetype: The filetype to use on 'p4 add'.
#
# Path: File pattern which will use this filetype.
#
# See 'p4 help typemap' for more information.
TypeMap:
text //....asp
text //....cnf
text //....css
text //....htm
text //....html
text //....inc
text //....js
text //....ini
text //....config
text //....cpp
text //....h
text //....c
text //....cs
text //....m
text //....mm
text //....py
text+w //....log
text+w //....pdm
text+w //....modules
text+l //....Unity
text+l //....prefab
text+l //....shadergraph
text+l //....asset
binary+FS2w //....zip
binary+Fl //....bz2
binary+Fl //....rar
binary+Fl //....gz
binary+Fl //....avi
binary+Fl //....jpg
binary+Fl //....jpeg
binary+Fl //....mpg
binary+Fl //....gif
binary+Fl //....tif
binary+Fl //....tga
binary+Fl //....hdr
binary+Fl //....ext
binary+Fl //....mov
binary+Fl //....jar
binary+Fl //....blend
binary+Fl //....fbx
binary+Fl //....obj
binary+Fl //....bmp
binary+Fl //....mb
binary+Fl //....m4a
binary+Fl //....mp4
binary+Fl //....aac
binary+Fl //....wav
binary+Fl //....wma
binary+Fl //....docx
binary+Fl //....pptx
binary+Fl //....xlsx
binary+Fl //....png
binary+Fl //....raw
binary+Fl //....psd
binary+Fl //....uasset
binary+Fl //....umap
binary+Fl //....upk
binary+Fl //....udk
binary+Fl //....ubulk
binary+l //....ico
binary+l //....anim
binary+l //....mtl
binary+l //....exp
binary+l //....btr
binary+l //....doc
binary+l //....dot
binary+l //....xls
binary+l //....ppt
binary+l //....pdf
binary+l //....tar
binary+l //....bin
binary+l //....class
binary+l //....war
binary+l //....ear
binary+l //....so
binary+l //....rpt
binary+l //....cfm
binary+l //....ma
binary+l //....pac
binary+l //....odt
binary+l //....ods
binary+l //....odg
binary+l //....odp
binary+l //....otg
binary+l //....ots
binary+l //....ott
binary+l //....sxw
binary+S2w //....exe
binary+S2w //....exp
binary+S2w //....dll
binary+S2w //....lib
binary+S2w //....app
binary+S2w //....dylib
binary+S2w //....stub
binary+S2w //....ipa
- Best to save as a text file (.txt only) then import it:
p4 typemap -i < my_typemap.txt - To print and confirm it type
p4 typemap -o - Bash Script to retype all files on mac (make sure they are all commiteed)
#!/bin/bash
DEPOT="//depotName/..."
while read type pattern; do
# Skip empty lines, comments, and TypeMap header
[[ "$type" =~ ^#.*$ ]] && continue
[[ -z "$type" ]] && continue
[[ "$type" == "TypeMap:" ]] && continue
# Extract extension from pattern: //....ext → ext
ext="${pattern##*....}"
echo "Retyping *.$ext as $type"
p4 retype -t "$type" "$DEPOT/.../*.$ext"
done < UnrealTypemap.txt
- To limit DAM users from creating projects or repositories go to Teams dashboard and click on the user proflie on thg etop right. Click on Company settings. Go to Features and adjust the settings to limit projects.

