Always display Can't find directory path for file error msg when I clicked some assets outside my repo
Here is a video to display how to repeat the bug. Choose a asset file in map.
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Interchange/Runtime/Content/gltf/MaterialInstances_MR/MI_Opaque_Unlit_TS.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Enterprise/DatasmithContent/Content/Materials/Water/MI_Pool_01.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Enterprise/DatasmithContent/Content/Materials/Water/MI_Pool_02.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/OpenWorldTemplate/LandscapeMaterial/MI_ProcGrid.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/VREditor/BasicMeshes/MI_Pyramid_01.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/EditorMeshes/Camera/MI_RailRig.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Interchange/Runtime/Content/gltf/MaterialInstances_MR/MI_Opaque_Unlit_TS.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Enterprise/DatasmithContent/Content/Materials/Water/MI_Pool_01.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Plugins/Enterprise/DatasmithContent/Content/Materials/Water/MI_Pool_02.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/OpenWorldTemplate/LandscapeMaterial/MI_ProcGrid.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/VREditor/BasicMeshes/MI_Pyramid_01.uasset
LogSourceControl: Error: Can't find directory path for file :D:/Softwares/Epic/UE_5.2/Engine/Content/EditorMeshes/Camera/MI_RailRig.uasset
I found this is caused by this function. the plugin subfolder is a git repo means that the plugin subfolder must be a git repo?
/**
* Modify the repo root if all selected files are in a plugin subfolder, and the plugin subfolder is a git repo
* This supports the case where each plugin is a sub module
*/
void UpdateRepositoryRootIfSubmodule(const TArray<FString>& AbsoluteFilePaths);
Probably the same reason caused by the DoesPackageExist warning?
I get "LogSourceControl: Error: Can't find directory path for file :/Temp/Untitled_1" whenever I add a new level/map. As soon as the map is saved, the errors cease. Seems related? I am using version 3.15 of the plugin.
Thank you for the added context!
Could you test the latest dev branch to see if it resolves the issue?
I'm having this error. Each message say some like "LogSourceControl: Error: Can't find directory path for file :C:/Program Files/Epic Games/UE_5.4/Engine/Plugins/Bridge/Content/" with different files of the Engine folder.
I receive this when I try to "Submit Content" and press "Submit". I receive a "Git command failed" sign and the OutputLog shows all the error messages.
I should have made certain that I could repro the problem with git-lfs2 3.15 before I tried the dev branch head version... but.. I didn't. Ooops. Does 3.16/dev change something (config file?) behind the scenes that "fixes" 3.15?
Anyway.. I am no longer able to repro the unsaved level issue as described with either the 3.15 or dev versions. darn. There must have been other things going on that I was unaware of that were causing the UE output log spam I noted in issue #142... But, one other thing I did notice between 3.15 and DEV (which is apparently a 3.16 variant) is a change in LogSourceControl messaging that is seen whenever an engine supplied (e.g. NOT a locally git repo'd) file is selected in the UE content browser:
One example:
Warning: Package file to update has included dependent file is not git or Can't find directory path for file : K:/Epic Games/UnrealEngine-532/Engine/Plugins/Editor/GeometryMode/Content
It used to simply say, Can't find directory path for file : K:/Epic Games/UnrealEngine-532/Engine/Plugins/Editor/GeometryMode/Content
The messaging is improved to make more sense in your DEV/3.16 version. Cool. Thanks.
These messages seem to stem from the fact that our own projects are hosted in our own private git repo (FYI - we're using Gitea which, if you haven't heard of it, is awesome) Gitea is *AWESOME *for privately self-hosting a git repo - NO STRINGS attached, etc.. *HIGHLY *recommended if you want a truly private repo with features that seem to rival even Github's ENTERPRISE edition.. it supports LFS AND locking and it is 100% FREEEEEEEE. OK enough about that ;) You probably already know.
Anyway... Our project source trees are checked out from our own locally hosted Gitea repo into, for example, G:\Unreal Projects\Project Name.... and my source build of UE 5.3.2 happens to be in K:\Epic Games\UnrealEngine-532/... on my machine.
We see the log message above whenever we use the UE content browser to navigate to a "folder" that ISN'T in our own repo's working tree, e.g. the "Engine" or "Plugins" folders. It seems that UE (or git-lfs2?) is not "staying home" and is wandering over to the UE source tree (which, in my case, is deliberately NOT a fork or a clone from the official UE Git Repo. It is an extracted ZIP file of the latest UE-release tag. We have no desire to make engine changes.. so we don't want any "connection" to the official UE repo.
Shouldn't UE/GIT LFS completely "ignore" trying to version check/control anything NOT located in the project working tree (e.g. the subtree that contains our project's .git directory)? Otherwise, if we were using Epic's UE repo for the engine source AND our own for our projects... eeks.. what might happen? Maybe nothing... But it sure seems wrong to go up and above the root, into a different block device (from g: to k: in my case) and try to revision control things.. Or maybe UE should figure out that the Engine tree is controlled by a different git repo and be happy? (Again, in our case, the Engine source tree ISN'T git controlled.. but for other shops, it might be)
Stuff you've probably already thought more about than I have. Just telling you what we see with projects in one area and UE in another.
Thank you so much for replying, for your time, and for your *EXCELLENT *LFS2
plugin!!!! We *depend *on it. In a multi-developer environment GIT is
essentially *unusable *from UE w/o your plugin.
I will let you know if I am ever able to repro the original issue at some point and take more notes on how to cause it. But so far... I'm at a loss... I'm also happy to try things here if you have suggestions/updates, too.
Thanks, again Andy.
On Tue, Jul 16, 2024 at 10:17 PM mcoms @.***> wrote:
Could you test the latest dev branch to see if it resolves the issue?
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