MultiEdit - Collaborative Level Editing Plugin

Thanks for your reply! Yes already did some research if other engines have this feature and also found the hero engine. The use-case that you describe sounds really good. It is hard for me to imagine such use-cases, since I have never worked at a game studio. I would love to know the workflow that designers have in a game studio (with or without UE4), so I could understand how this could be implemented in the workflow and have a better understanding what is required to make this usable.

If others have use-cases: I would love to know all about it!

Very good Plugin!
This be very usefull!
Great job man!!!

Nice work , this is an awesome feature and would be great for team level design and also debugging.

Wow, that is really awesome and no doubt useful. I would definitely like to try it in the future even it’s not necessary for our current project. Keep it up!

I don’t have much time to work on the project this week. But I’m working on support for adding blueprints to the level.

PS: I only showed you guys the plugin with one client and one host, so here is a “prove” of 2 clients connected to 1 host.

I really need to add that i was very hyped about working in ue4 and had already studied most of the features used in ue4 before finding a team to work with(never went to college for this). I was very sad to find that working on a team is tedious and boring simply because a feature like this doesn’t even exist. I flat out stopped game dev entirely. Honestly i expected this feature to be common place since it’s already used (somewhat) in both garry’s mod and the forge editor in a lot of halo games. that forge editor was the very thing that got me excited in learning game dev. I’m begging you get this built. you’ll earn “at least” 50$ from me and a ton of respect.

also as a tip try the forge editor in halo “3”(not that other ****. lol). It was clunky but the glorious thing about it was it’s ability to merge friends, physics, ideas, and real time simulation all in one.
i can’t be the only one that’s begging for this feature to be brought into UE4. Besides game dev should be fun and full of laffs. I’d guess that a small team of 10 people with this feature would out preform a team of 100 doing things the old fashioned way.

This is really pretty amazing. Getting this into UE4 at a lot of studios could really revolutionize how levels are made!

Thanks for your reply! I do my best to give you this feature :slight_smile: I also take a look at the halo editor. Also wanted to note that I am not doing this to earn money (would be a nice addition) I rather just use this to get an internship or even a job. Time tell :wink:

Well I believe this is gonna make your résumé look pretty good for a first job search. Very good idea you can probably count me in too once you decide to release it. I’ll be following this thread. Very good job already !

be closely following this. This could ease a massive amount of the headaches associated with large world creation.

I would say absolutely 100% put a price on this, even if it’s low. This is an absolute win, you ** make a profit on this and you deserve it. I am more than willing to pay for this.

10/10 would pay for this!

I would love to have a truly collaborative environment for UE4.

I do have a few questions though. while in this simultaneously, there be a way to sync assets that are imported to then engine as needed?

the other users be notified when the transfer has completed?

and for Coded Projects how it handle if one of the programmers decides to update some code in the engine?

I’m not developing this but I would say that asset and code syncing seems kinda out of the scope of this plugin.
There is source control for this.

Sorry for not updating for a while. I am currently trying to find out how unreal handles general Serializing objects. This is my first UE4 project, so I am not that familiar with it yet. Maybe you guys can help me out?

I recently used the editor and noticed that assets are imported directly. I was wondering if linking the content folder with something like dropbox/google docs (and the others of the team would do this as well) would fix this problem ? But initially this plugin is about creating levels together (with already created assets) and then I look into other stuff, but suggestions are welcome!

That is definitely out of the scope of the project.

Update

Some new features:

Added blueprint support. Really important for making games!

See what others are selecting by a simple red material. I update this later for better visuals.

Moving actors update real-time (every 0.2 seconds, I probably make the tick faster!)

Child attach to Parent support

update today about what I be working on next. It probably be something like synchronizing all existing actors in the map on start (for client and host) and logging the messages for when you disconnect. Requests are welcome!

Not sure if this is already possible or in the plans, but I’d love to see some collaborative landscape editing.

Would speed map making up so much if you could essentially modify the landscape together (deforming and layer painting).

It is currently not possible, but I definitely want to do this eventually!

Awesome ! Glad to see more progress.

**Update **

  • Add actors before you create the session as host. These actors be synchronized.
  • Joining late as client. The client receive all the hosts when connecting, so it is up to date.

Next I be:

  • Checking out how terrain works in Unreal Engine 4.
  • Placeholders for assets that don’t exist at the receiving user. And replace them when the assets exists.
  • Closing the session.

I post a video soon!

Questions or suggestions are always welcome!!

Amazing idea! Also great to see fellow devs from the Netherlands.

Are you planning on moving over to 4.6 and have you ran into any trouble porting?