"Editing “world partition” landscape or foliage with the P4 source control is chaos. "
I try to edit just one specific location landscape layer painting, but P4 source
control made too much of unnecessary pre-save date. (Including Blue print
or far location landscape actor). Similar problem also happen in foliage which
is located in the persistent level directly. And more, the landscape name ID
is really vague just “number”, so artist easily lost which location of landscape
mesh edited.
I really hate this system design of Unreal Engine. It’s very troublesome.
Landscape(or foliage) doesn’t have “one file per actor” system, so usually
editing work conflict other worker’s editing work.
Is there any of way to disable random pre-save generation of P4?