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Collaboration in UE4

Got a question referring to collaboration.
How do I configure so content could be edited simultaneously on different computers?
For example I have 2 PC’s on LAN, me and my brother are developing some contents/blueprints/levels and so on (i.e. he makes blueprints so I can add networking to it, or place it in level). How do I synchronize those two machines? The idea is working on the same project on both machines - didn’t find out how do deal with it. Should I connect SVN? If so - how should I configure it. Any docs and tutorials would help a lot. Both machines using windows, for this example.
I am pretty sure this is a standard questions (Don’t think ANY game development team didn’t configure it from start).

I have a similar question with collaboration in general - is it possible at all to work on the same map simultaneously over the internet? I picture a Minecraft-like setup where both users are navigating and editing the level at the same time. Or is it possible to work on two separate areas of a level, and then integrate them later?

I don’t believe there is a way to connect UE4 over the network for collaboration. The next best solution, as you said, is to setup a git or subversion repository.

Do you know any tutorials or useful links that provide a best-practice solution?

An option is a personal cloud server.

This is what I use.

Works great and can be configured many different ways.

Well, when I was asking about options and tutorials, I have considered the Unreal Engine prospective of configuring this solution. I don’t care about storage and syncing of files, because I already know how to do it. Networking is my job. So, the question is: I know how to keep FILES updated on multiple machines, but how do I “teach” Unreal Engine to treat that right and what is the optimal workflow for that. How about multiple changes in one file, be it project settings, blueprints, imported assets etc.?
Kind regards.

Okay guys.
I have found the solution.
It was too easy to be true, but it is…
Basically, I have installed Perforce (which is proprietary, but free for 20 or less licenses - I have less. You may use any other SVN) source control, enabled it in Unreal Engine plugins, created a source-controlled repository, made a folder which is in sync with that source control and created my test project into that workspace. Then I clicked in Unreal “File → Source Control…” And configured the connections. Have to prevent you - interface changes slightly. New icons appear on content thumbnails (like it was an asterisk “not saved yet”, now some question marks and check marks appear and so on). New options appear in menus as well.
So, next what I will do, is configure that properly. Now it is enough for me that I have tried that working.

Note to developers: Guys, you are doing a fantastic work. I am sorry I didn’t find that option in documentation, although I have searched for it. Tutorials are focused on how do we create games using the Engine, but many users will appreciate a tutorial how to setup our workspace first.
Thanks to everybody, I got problem solved, consider closing the thread.

Hi Proffzulus. Setup Source Control in UE4. I use Perforce Server/Client. You’ll find all the tutorials you need to set up Perforce Server/Client at Perforce.com as they’re applicable to UE4. I set up my own P4 Server. If you desire to go this route, I would recommend installing on separate machine, not the same machine your UE4 Editor + P4 Client are installed. IMO, this will help avoid confusion between Depots and Workspaces. I’m using NoIP.com (free) for DNS forwarding to my P4 Server Address. Assembla Perforce Hosting is free for up to 20 users. Once you have a P4 Server address to connect to and P4 Client installed, you can set up UnrealEditor with these directions.

Good Luck

TechLord, Thank you.
This is definitely what I am going to do next. Many thanks on useful links - this is what I was looking for. Hope my thread with your answer will help someone else someday.
Regards.