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I assume that plugin classes aren't supposed to be used anywhere outside of this module since all dependencies are private in Build.cs file
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| GITSOURCECONTROL_API static const TArray< FString > & GetEmptyStringArray() | ||
| static const TArray< FString > & GetEmptyStringArray() |
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I don't know how you use it internally, but in my projects, I interact with VCS through ISourceControlModule, ISourceControlProvider and UEditorAssetLibrary, UEditorAssetSubsystem in my validators and asset action utilities
So exposing such functionality seems a bit wrong architecturally, but again I'm not aware of how you use it in your code, so feel free to revert my changes
At least exposing GITSOURCECONTROL_API static const TArray< FString > & GetEmptyStringArray() seems a bit cursed
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| "Name": "GitSourceControl", | ||
| "Type": "UncookedOnly", | ||
| "Type": "Editor", |
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To my knowledge UncookedOnly is preferred
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Do we really want to be able to interact with git anyhow outside of the editor?
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Yes, there's an expectation that source control module is available outside of the editor in many Unreal tools from Epic
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just out of curiosity, could you give me an example because I couldn't find any in the engine folder
or you are talking about Borealis internal tools?
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Many C# tools in the engine source (Programs folder) and UnrealEd commandlet use auto checkout functionality or auto submit.
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Thank you for the cleanups! I like the effort to tidy up the project code. Though, I would revert the UncookedOnly change, as well as the API macro changes. To my knowledge, those API macros were done by request for other developers, so I would like to not break code for them. As for the UncookedOnly type, you can refer to all the other source control plugins being set as UncookedOnly.
Small changes to check if you guys accept PRs from external ppl