I think you misunderstood me,
I didn’t mean sharing projects at all. I meant sharing specific assets like you put it. But in order to do that you need to be working in a “project file” in UE on your local machine or the same one. This “project file” needs to have the same settings or similar to the one that is being used in the main core project file which is the huge one where these assets will be migrated or imported to.
So in short if the core file workflow is using Forward Renderer with MSAA and a few other things turned off or On that are essential for a consistent development. Then the person creating the separate files ideally should have these settings in his local UE4 project file already applied. For example you wouldn’t want your shader artist working in deffered mode while creating an asset when you are using Forward as a main renderer.
As for version control, we found out using SVN type approaches to be counter intuitive in small teams of 4 or 5, at least for us. Coming from a VFX background we do version control in a different perhaps more traditional way but it still works just fine. And I know others do it in various other ways. As long as things are tracked and well organized.
So I guess this is a bit out of context to what is being discussed regarding the post.