More likely Epic themselves would offer source control. I run my indie studio off UE4 on git lfs, which I can do since we are small.
Perforce and Perfoce centric workflows tend to be broken not because of UE4 but because of bad workflow design. Take our parent poster's example: using source control for binary build distribution. It does not matter what engine you use if you abuse the source control to distribute full builds your workflow will have pain points.
Same deal with the example for iOS binaries. This is related to Perforce locking those files: "Doctor, it hurts when I stab myself, but my workflow requires it". Don't checkin build files is the "no duh" answer. Such "no duh" answers from indies usually result in "but you do not understand our unique insane required workflow" responses from big team engineers.
In the future when you hear a weird non-sense workflow from AAA teams keep in mind part of the pain is self-inflicted. Big teams try optimizing for different goals, like not requiring artists to compile code. Yet do so in weird half-measures.
Are there "best practices" for dealing with the unique requirements of source control for game development shops?
Like for example, for non-game shops....
Back in the 2000s there were a lot of ways to use/abuse git as it was fairly new. Gradually folks tended to settle on the "git flow" workflow, and then later the "github workflow".
It's maybe not the right workflow for everybody, but it's kind of a sane default for most projects/teams. And it generally pairs well enough with standard Jenkins/etc build pipelines.
Is there anything like that w.r.t. source control in the game dev world, or is it truly the Wild West with every shop having their own bespoke source control and build pipeline?
Perforce and Perfoce centric workflows tend to be broken not because of UE4 but because of bad workflow design. Take our parent poster's example: using source control for binary build distribution. It does not matter what engine you use if you abuse the source control to distribute full builds your workflow will have pain points.
Same deal with the example for iOS binaries. This is related to Perforce locking those files: "Doctor, it hurts when I stab myself, but my workflow requires it". Don't checkin build files is the "no duh" answer. Such "no duh" answers from indies usually result in "but you do not understand our unique insane required workflow" responses from big team engineers.
In the future when you hear a weird non-sense workflow from AAA teams keep in mind part of the pain is self-inflicted. Big teams try optimizing for different goals, like not requiring artists to compile code. Yet do so in weird half-measures.