diff --git a/website/docs/addon_unreal_admin.md b/website/docs/addon_unreal_admin.md index 0fe9abae..6cab3fa4 100644 --- a/website/docs/addon_unreal_admin.md +++ b/website/docs/addon_unreal_admin.md @@ -65,31 +65,12 @@ Default value could be there as: Please notice platform suport with `windows` key (could be also `linux` value). -### Perforce support - -There is also a Perforce support for rendering on a Deadline. `ayon-version-control` addon needs to be installed and configured for that. -(Install addon from AYON Marketplace or from https://github.com/ynput/ayon-version-control). - -This addon requires configuration in `Studio Settings` where `Perforce` should be selected as `Backend name`, `Host name` and `Port` filled. - -Each artist using this integration need to configure their `Local Setting` in `ayon+settings://version_control/local_setting?project=ayon_test&site=XXX-YYY-ZZZ` - -![Unreal AYON Local Settings](assets/unreal_perforce_local_settings.png) - -It is expected that value in `My Workspace Directory` would be pointing to existing and configured Perforce workspace on artist machine. -Initial checkout from Perforce should be done by P4V tool. - -AYON Perforce integration handles currently only rendering from P4 on Deadline, commits to Unreal project should be done in P4V or with -official Unreal Perforce plugin inside of Unreal editor. - -Each Deadline worker for this integration need to have set env vars: -- P4PORT (`perforce_host:1666`) -- P4USER -- P4PASSWD - -Again these variables could be set locally on the worker or be controlled by AYON in `ayon+settings://applications/applications/unreal/variants/3/environment`. -Please make sure you are modifying appropriate `Variant` of Unreal application as this configuration is separate. +## AYON Perforce Support +:::tip +AYON has a dedicated addon for Perforce support. +Please refer to [Version Control Admin Docs](category/version-control) to learn more. +::: ## Manually installing Qt bindings diff --git a/website/docs/addon_unreal_artist.md b/website/docs/addon_unreal_artist.md index 973180ec..bfdb14a8 100644 --- a/website/docs/addon_unreal_artist.md +++ b/website/docs/addon_unreal_artist.md @@ -615,25 +615,9 @@ These could be modified by AYON admin in `ayon+settings://unreal/render_queue_pa ![Unreal AYON Render Queue and Settings](assets/unreal_render_queue_and_settings.png) -### Perforce integration +## AYON Perforce Support -If Perforce integration is enabled by configured `ayon-version-control` addon in the bundle, artists could sync to any previous -changelist via small dialog that will open before opening Unreal editor. - -Artist need to have its Perforce username, password and path to existing configured Perforce workspace configure in `ayon+settings://version_control/local_setting?project=ayon_test&site=XXX-YYY-ZZZ` - -![Unreal AYON Local Settings](assets/unreal_perforce_local_settings.png) - -Any line with changelist could be selected and synched by `Sync to` button. When synching process finishes, it will be highlighted under the list of changes. - -It is expected that commits in Unreal projects will be done inside in Unreal editor official Perforce tool or via `P4V` - -![Unreal AYON Changes Viewer](assets/unreal_changes_viewer.png) - -Additional automatic instance will be created in Publisher to highlight last existing changelist id. This information will be -published to AYON server, will be used to Perforce on Deadline to synchronize to that changelist before rendering and might be used in future enhancement of integration. - -Name of the instance will start with `changelist_metadata` prefix and instance must be enabled to trigger usage of Perforce on the Deadline. -(Without it Deadline could render just from current state of Unreal project file.) - -![Unreal AYON Changelist Metadata](assets/unreal_perforce_changelist_metadata.png) +:::tip +AYON has a dedicated addon for Perforce support. +Please refer to [Version Control Artist Docs](addon_version_control_artist.md) to learn more. +::: diff --git a/website/docs/addon_version_control_artist.md b/website/docs/addon_version_control_artist.md index 9f5adaa6..54c49ee6 100644 --- a/website/docs/addon_version_control_artist.md +++ b/website/docs/addon_version_control_artist.md @@ -16,24 +16,27 @@ Currently, the addon implements basic Perforce support inside of Unreal. :::info Perforce Workspace It is expected that P4 workspaces would be setup and existed on artists machines. + +Initial checkout from Perforce should be done by P4V tool. ::: +> Settings Location: `ayon+settings://version_control/local_setting?project={project_name}&site={site_id}` + ![](assets/version_control/site_settings_user_credentials.png) -Perforce site settings user name, password and workspace directory. +You'd need to setup your Perforce site settings: user name, password and path to existing configured Perforce workspace. ### Launch Unreal with version control enabled -When starting Unreal via AYON Launcher, a pop window will show up before Unreal launch allows you to sync to specific a change list. ![](assets/version_control/perforce_changes_viewer.png) -## How Perforce support works +When starting Unreal via AYON Launcher, a pop window will show up before Unreal launch allows you to sync to specific a change list. -:::tip -We assume that you always on the latest change list. -::: +Any line with changelist could be selected and synched by `Sync to` button. When synching process finishes, it will be highlighted under the list of changes. + +## How Perforce support works -## Workflows +### Workflow Perforce doesn't replace regular AYON publishing. Because commit changes to perforce and publish to AYON are two separate actions. @@ -41,38 +44,58 @@ And, you can do both for the same asset! So for example, you can use AYON to publish assets and use perforce to setup and version control your scene. +Also, AYON will create `changelist_metadata` product by default in your Unreal Scene. +`changelist_metadata` product highlights the last existing `change list` id at the time of publishing +This product must be enabled to trigger usage of Perforce on the Deadline. +Without it Deadline will just render from current state of Unreal project file. + +![Unreal AYON Changelist Metadata](assets/version_control/unreal_perforce_changelist_metadata.png) ### Commit Strategy -| Unreal | Visible in AYON | -|--|--| -| commit | | -| commit | | -| Publish to AYON | ✅ | -| commit | | -| Publish to AYON | ✅ | +Any manual commits done in Unreal projects via `Unreal editor official Perforce tool` or via `P4V` won't be add to AYON published products. +Unlike publishing to AYON via AYON publisher will commit to Perforce any uncommitted changes and then publish your work to AYON. + +| Inside Unreal | Visible in Perforce | Visible in AYON | +|--|--|--| +| commit manually | ✅ | | +| commit manually | ✅ | | +| Publish to AYON | ✅ | ✅ | +| commit manually | ✅ | | +| Publish to AYON | ✅ | ✅ | ### `Publish to AYON` Process -When having any workfile changes while workfile instance is enabled, AYON will commit them automatically before publishing. -Publish `change list` info as Json file. -Publish your files to AYON. -if you are publishing the same asset that you are pushing to perforce, then AYON publish will be more like taking a snapshot of that asset at a particular `change list` and save it like any other published assets. which makes it available for other DCCs as well. +- Commit to Perforce any uncommitted changes. +- Publish `changelist metadata` product as json file. +- Publish your files to AYON. + +:::info +If you are publishing the same asset that you are pushing to perforce, then AYON publish will be more like taking a snapshot of that asset at a particular `change list` and save it like any other published assets. which makes it available for other DCCs as well. +::: ### Deadline -:::info -Current Deadline implementation requires P4 depots to be of type 'stream' and workspace to be assigned to a stream. -::: + - +:::tip Setting Environment Variables +Environment variables could be set locally on the worker or be set on studio or project wise by admin via [application settings](addon_applications_admin.md#applications-definitions). +::: diff --git a/website/docs/assets/unreal_changes_viewer.png b/website/docs/assets/unreal_changes_viewer.png deleted file mode 100644 index f7237156..00000000 Binary files a/website/docs/assets/unreal_changes_viewer.png and /dev/null differ diff --git a/website/docs/assets/unreal_perforce_local_settings.png b/website/docs/assets/unreal_perforce_local_settings.png deleted file mode 100644 index cc1251f3..00000000 Binary files a/website/docs/assets/unreal_perforce_local_settings.png and /dev/null differ diff --git a/website/docs/assets/version_control/perforce_changes_viewer.png b/website/docs/assets/version_control/perforce_changes_viewer.png index 389650fd..f7237156 100644 Binary files a/website/docs/assets/version_control/perforce_changes_viewer.png and b/website/docs/assets/version_control/perforce_changes_viewer.png differ diff --git a/website/docs/assets/version_control/site_settings_user_credentials.png b/website/docs/assets/version_control/site_settings_user_credentials.png index c440e1b7..cc1251f3 100644 Binary files a/website/docs/assets/version_control/site_settings_user_credentials.png and b/website/docs/assets/version_control/site_settings_user_credentials.png differ diff --git a/website/docs/assets/unreal_perforce_changelist_metadata.png b/website/docs/assets/version_control/unreal_perforce_changelist_metadata.png similarity index 100% rename from website/docs/assets/unreal_perforce_changelist_metadata.png rename to website/docs/assets/version_control/unreal_perforce_changelist_metadata.png