In our team two guys are working with assets related to the same map. One is modifying a static meshe in Blender and updating it in Unreal, the other guy is working on an actor Blueprint. That is, two completely separated assets. However, both these assets are used in the same map/level.
Now the issue is this: we are using UE4 built-in source control (SVN). Now when guy A updates his asset, Unreal asks to check out and save both his asset and also the map. Now guy B saves his (other) asset, so Unreal asks him to check out and save both as well, his asset but also the map again.
Obviously this leads to a problem, as both guys need to check out the map file alongside “their” current assets. But it’s not possible for both to check out the map file. This basically leads to the situation that it seems to be impossible to work simultaneously on two completely different assets, if both are used in one map.
Is there any supposed way of dealing with this issue?