Dirty levels: Uneral, Perforce and collaborative work processes

We have recently started working on a project where we use streamed levels, as we read that this was the preferred way to work collaboratively on a single project. In addition, I flagged the level map files for exclusive check-out in Perforce to make sure there wouldn’t be any accident. All of this works well in principle except for the following:

  • Sometimes when I open a project, the default level it opens in is immediately flagged as dirty, thus prompting me for a check-out, even though I haven’t touched a thing.
  • Sometimes for some random action on an actor (haven’t quite figured out what yet), Unreal flags all the sub-levels as dirty, requiring me to check them all out. This obviously is problematic when working collaboratively.

Could anyone knowledgeable please inform me on what are the type of actions that trigger a level check-out even though it is not the current level. Is it safe to simply not save and ignore these requests when you know that you haven’t touched them? Does this have anything to do with lighting? It would be nice to have a lists of do’s and don’ts so that we can understand a little bit what is going on behind the scenes.

Any info appreciated.

Cheers,