I want to ask about svn. I have successfully set up SVN for my team. Currently we are using it limited to assets (including blueprint, etc). However, we are having difficulty in working together in umap.
For example, two level designer working on one large map. They want to divide the map into three sections. I am wondering if it is possible to work like this on Unreal Engine (two level designers work on one map file). From svn technical view, I think one file should only be edited by one person at a time. But artist need collaboration. Any of you guys know how to solve this?
Also, I’m aware of some bugs in Unreal Engine with SVN.
We actually have a workflow similar to what you are looking for in Fortnite. We split our levels up into multiple sub-levels, with a top-level (mostly empty, save for post-processing volumes, lighting etc.) ‘persistent’ level. This means that we have multiple .umap files on disc for one ‘level’.
You would set this up like this in the level browser (accessible from Window->Levels):
I’m curious as to what the bugs in Unreal’s SVN integration are that you refer to - are you encountering a specific issue that is causing you problems?
Sorry for late respond. Thank you very much for your help. It really what we need.
Bugs that we encounter:
For the assets that already loaded (sync) into artist’s local computer. For example, Joe work on a blueprint, let’s say BP_Test01. He check out the blueprint and work on that. Then after he finish, he check in the file. Then I sync my Unreal Engine project. When I open the BP_Test01, I can’t see the newest file. But if I check the ‘diff’ there are differences between my the previous version with the current version. However, if I restart my Unreal Engine editor, I get the newest file. It’s not a big deal for now, however.
Everytime I close my UnrealEngine editor, I get the Crash Reporter. I’m attaching the screenshot
I’ve also entered an issue about the synced data not matching (although we are aware of this issue in general - it is not an SVN-specific problem, rather an issue with reloading data modified ‘outside’ of the engine).
i didnt test the gitHub yet i will check it later. but for the mean time, i have multiple levels that construct one level (one for each artist). after that do i ship them all together as level streams or there is a way to merge them ?
You have a couple of options, depending on what you want to ship and how flexible you want your data to be when shipping.
If you are not using streaming, the recommended way would be to change the sub-level streaming method to ‘always loaded’:
Or you can move all actors in each of your sub-levels into the persistent level by using the ‘Move Selected Actors to Level’ option. This of course has the disadvantage of not allowing further collaboration or moving to streaming at some later time.
It looks as if someone else has your map file locked (or it is locked in another working copy by yourself). If you hover over the map in the content browser it should tell you who has it checked out in the tooltip.
Check-out locks the asset and check-in releases it, yes. The problem you look to have is you have it checked out/locked in another working copy to the one you are testing in.
I’m cloning the newest UnrealEngine from Github. In mean time, I tested SVN using UE 4.4 that I compiled from Github Source one week ago.
I got this crash report.
FYI, I put my compiled UE4.4 in my E drive.
If it has been fixed, please ignore this report. I haven’t finished cloning the UE 4.4 because I have limited bandwith.
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