At first, I know about version control systems, my question is slightly different. I’ve found some topics here, but they don’t have much info and mostly about suggestions to use VCS, without any use-cases.
When working on a non-game code, it’s obvious – multiple developers can work even on single file at the same time since text files could be merged line-by-line.
But UE4 files all are binary files, so VCS can’t merge it (unless all game is written in pure C++ code…)
It’s not a problem also when working on a single asset (model, material, etc…) – since it’s anyway better when just a single developer work with it in the same time.
But how work happens with large levels/maps? Should it be separated to multiple small pieces from the scratch (each in different file)?
Or should be some “merge developer” who’s just collecting all assets into a single game level and manage it over time?
Should the whole game be in a single UE4 project, or it should be multiple projects (to make sharing with team members easier)?
And so on…
Probably, there are some known flows, could you please share own experience about this?