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Workflow on Fortnite | Unreal Fest Europe 2019 | Unreal Engine 

Unreal Engine
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30 сен 2024

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Комментарии : 4   
@altermellion6984
@altermellion6984 Год назад
Hi Ben. Thanks for the presentation and all the work. Regarding the branching, I'm not sure to understand why having the branches the way they are now is different from having as many release branches coming out of main. Also, how do you insert a new release branch between main and the previous release? Do you re-parent? Did this cause any conflicts, down the road, in terms of integration? Thanks in advance.
@sketburd9360
@sketburd9360 2 года назад
I'm having trouble setting up the UGS metadata server, not really sure what I'm doing wrong. @Ben Marsh if you see this hmu
@paco911
@paco911 5 лет назад
is there any good reason for engineers to sync down these binaries from Perforce and get mismatch problems while they can actually build one on their local machine? I just don't understand what it really means and what mismatch they may encounter with mentioned in video at 5:40.
@sZXZrus
@sZXZrus 2 года назад
Is possible conflicts in other streams at 28:50 done via RoboMerge?
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