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Failed to check out package - error when creating asset where a previous one was deleted. #111

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Acren opened this issue Aug 9, 2022 · 5 comments
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@Acren
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Acren commented Aug 9, 2022

Hey there, thanks for your great work on this integration!

I'd like to report an issue when creating an asset with the same path as a previous one that was deleted.

Simple repro:

  1. Create a new material anywhere
  2. Check in the material
  3. Delete the material, but do not check in the deletion
  4. Again, create a new material with the same name and location

For me this will always result in this message and the asset creation will fail:

image

This seems to be an issue with asset creation in general as long as the created file is in the pending deletes in Plastic.

We're using 1.6.1 currently - if any more info would help please let me know.

Much thanks!

@SRombauts SRombauts self-assigned this Aug 9, 2022
@SRombauts
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Hey, thanks for the detailed report.

Yes, I think that it's a well-known issue with Perforce & Plastic SCM (but also probably with SVN, and perhaps Git?) workflow; you cannot "add" a file that has been "rm" without a checking/submit/commit.
If you try to do it directly with Plastic SCM GUI you will have the same limitation I believe, meaning it's not an issue with the integration in Unreal.

I'll double-check how the Perforce plugin handles the case since it's the reference, but I have been using it for a long time and I think I remember hitting the same issue there.

In any case, I agree that it would be a nice improvement to add this feature to the plugin, so I'll keep this in the backlog :)

Cheers!

@sirjofri
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sirjofri commented Aug 9, 2022

A similar issue also appears when removing a directory that doesn't exist in source control. Repro steps iirc:

  1. Add directory
  2. Restart editor
  3. Delete directory

Inside plastic, the directory is listed for deletion, although it never existed in source control. I guess it's because the plugin told Plastic that there's a directory to delete and plastic doesn't verify if it even exists, or something like that.

@SRombauts
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Thanks @sirjofri, would you mind opening a new issue for your issue?
It's similar, but different enough that it would most certainly need a different fix; in fact it seems even perhaps something to be fixed on Plastic SCM side of things, while the first one is more debatable

@sirjofri
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Ok, will do. I try to reproduce it before posting the issue, so it's more accurate 😉

@Acren
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Acren commented Dec 2, 2022

Hey, thanks for the reply @SRombauts. It's been a while but I'm looking into this again because I'm trying to write some tools and I'm hitting this again...

If you try to do it directly with Plastic SCM GUI you will have the same limitation I believe, meaning it's not an issue with the integration in Unreal.

Actually I just tested this - with the plugin disabled it appears to work totally fine. Not sure if I'm doing the same steps as you but here it goes:

  1. Check in the new material
  2. Disable Plastic plugin
  3. Delete the material
  4. In Plastic client, checkout the delete
  5. In Unreal again, create the material with the same path
  6. In Plastic client, checkout the add
  7. In Plastic client, check in both the delete and add

This appears to work fine for me. Even trying different steps to change when things are checked out, it seems to work as long as the plugin is disabled.

Would you be able to confirm this?

Thanks!

SRombauts pushed a commit that referenced this issue Mar 7, 2024
Add a Configure Rules button to the View Locks window #139
@SRombauts SRombauts added bug and removed enhancement labels May 28, 2024
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