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    Abhijeet Zala
    @newtechnology
    When will we get this fix?
    I mean you already did but when will Epic games update it?
    Doesnt look like its fixed :(
    Sébastien Rombauts
    @SRombauts
    We now basically have to wait
    Abhijeet Zala
    @newtechnology
    Okay
    Sébastien Rombauts
    @SRombauts
    I cannot do much
    It seems they are only fixing crash for now
    Abhijeet Zala
    @newtechnology
    No problem
    Sébastien Rombauts
    @SRombauts
    But YOU could /should ask for the fix on the forum thread!
    With link to the issue of the merge request
    Abhijeet Zala
    @newtechnology
    Okay, I'll create one.
    thread
    Sébastien Rombauts
    @SRombauts
    Let me know.
    Also, it could be just a post on the 4.12 thread
    not that
    Sébastien Rombauts
    @SRombauts
    Thanks
    Sébastien Rombauts
    @SRombauts
    Thanks again you all, the two fixes for the Git plugin have been merged for upcoming 4.12.3
    :smile:
    Abhijeet Zala
    @newtechnology
    Still not working for me, still get
    Info fatal: C:/Program Files/Epic Games/4.12/Engine/Content/: 'C:/Program Files/Epic Games/4.12/Engine/Content/' is outside repository
    That was not an error, but something else
    It was info but not error
    Abhijeet Zala
    @newtechnology
    I guess I am doing it wrong. can someone give me some tutorials? What I did was went to "Source control", clicked on "Connect to source control" and "Initialize project with Git"
    Then used "Github for Windows" GUI app and created a repository by locating that project and PUBLISHED it on github.com
    and then I can Commit files
    just not push them to my repository using "Submit to source controL"
    Sébastien Rombauts
    @SRombauts
    Hi, I am sorry, Git is a Distributed Version Control System, which means "Submit to Source Control" does a Commit to your local repository, but not a Push to the remote server
    This should be improved in the futur, if I can modify the Editor to know a new "Publish" command
    Abhijeet Zala
    @newtechnology
    Oh, thanks
    Benjamin Stanley
    @HeadClot
    Hey everyone
    John Pywtorak
    @AddictArts
    @HeadClot Hey, welcome. Was wondering if anyone else would ever come along
    Sébastien Rombauts
    @SRombauts
    Hi there! Nice to see you there :smile:
    Benjamin Stanley
    @HeadClot
    Thanks for the welcome :)
    Benjamin D. Smith🤔
    @BenjaminDSmithy_twitter
    @SRombauts have you considered making a Discord server? (https://discordapp.com)
    only suggest that as this Gitter room appears to be quite dead + I'm sure a lot of people from the Unreal Slackers and Game Dev League Discord servers would be more than happy to join and contribute to a server surrounding the development of the UE4 Git Plugin
    just a thought ;)
    Sébastien Rombauts
    @SRombauts
    Hi, thanks , but I would lack the time to chat on Discord :(
    ProfessorTimelord
    @ProfessorTimelord
    Hey Im Lucas from Outlaw games we just tried to install youre plugin but when we want to start our engine it says that he not foundd the plungin "GitSourceControl" i had to disable the plugin to startup the project again, please can you help us :) ?
    ProfessorTimelord
    @ProfessorTimelord
    @SRombauts
    Sébastien Rombauts
    @SRombauts
    Hi!
    I am on long travel back to my place right now. Perhaps can you give me more info on your issue? See SRombauts/UE4GitPlugin#80 that may relate to your problem ; you could describe your own problem here.
    At the very least, please answer the usual questions about your config, as well as those I asked there
    Nick Arthur
    @narthur157
    Hello, does this plugin support locking across branches by any chance? Or do you just use 1 branch when using this
    Sébastien Rombauts
    @SRombauts
    Hi, this plugin uses Git LFS 2 with a compatible server to do file locking
    File locking does currently affect all branches: locks are granted and observed based on the name of the file in question, and are issued without regard to the checked out branch of the caller.
    That being said, the lock is not aware of branches and merge, so you should not use branches
    So you could have someone locking a file, commit it on a branch (which release the lock) then someone else locking the same file on another branch