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c++gitvisual-studio-2017azure-devopsunreal-engine4

Using Unreal Engine 4 and Visual Studio Team Services


A member of our team is really wanting to use Visual Studio Team Services over TortoiseSVN or Proforce for storing our assets on. I've looked over the source control options provided on the Unreal Documentation website and saw that ProForce and TortoiseSVN are supported at this time. I have also seen Visual Studio's documentation over "large files" and have noted that binaries/libraries apparently don't play nice with VSTS.

I'm worried about how Blueprints or other art assets will behave down the line of development.

I am wondering if it is wise to use the Team Services Git platform, over the other two source control methods. Do you believe that blueprints and art assets will behave in the long term? Or is this a horrendously bad idea?


Solution

  • I am the author of the Git Source Control Provider plugin in Unreal Engine 4.

    Git LFS with VSTS is definitely a working solution.

    But it is not currently supporting Git LFS 2 file Locking mechanism, so it is not on par with Perforce or SVN: it is okay for a small team but will not scale well if you want multiple person to work on the same Blueprints (you will have to solve conflicts).