MultiEdit - Collaborative Level Editing Plugin

Is is even morally correct to ask for donations and to sell it in the end? I really like the idea of donations, it help me out a lot! And it also not even possible yet to sell/distribute a C++ plugin on the UE marketplace.

Hey everyone!
I found a technique to synchronize the fields of components. So I am pretty happy about that!

Also created a trello board for better communication with you, for now and when it is “released”. See “How to apply a feature” in the notes list to send me a request for a feature. I add it to the trello board! I would really love to see what you want in this plugin. Everyone can vote as well, so vote for features that you think are important!

Note: The features in the “Todo” list are needed to make a fist alpha release.

Great to hear that you’re still working on this!
Looking forward to seeing more.

Doing the best I can, definitely want to continue this! I post when I developed the synchronization of component fields/properties. If you have any feedback or ideas for features, I would love to know them!

Just created syncing numeric properties of root components. So for example, if one changes the intensity of a light, the other editor also change the intensity of the light to that number. Now I have to do this for all different types and all components.

Just want to let you guys know that I fixed the synchronization between properties in the detail view panel. It is not totally finished, but working on it. So now you can change for example the intensity of a light and that change for the others as well. I post a video soon!

FrostFire Games Studios12 asked on youtube:

“What happens when you want to save what you have? Does it save the same exact files for both clients? Or let’s say you want to play In viewport?”

Currently the idea is that the host uses the latest version of the level (and the other content) when he starts the session. A client also need the latest version, so he has all the assets at start. Then the client creates a new empty map and connects to the host which sends him all the info about the map. This means that the client never writes on the same map (it is recommended to save that file for backup). When the session is finished, the host commits/pushes the latest version in case the team uses version control. This also work with software like google drive and dropbox. There still needs to be a solution for when the client joins late and the host or others create new assets which are not committed/pushed yet.

“Or let’s say you want to play In viewport?”

I did not fully test this, but I created a card for this on trello that wants to achieve this. Currently actors added by another user while one is in play mode be added to the game and on the correct position. The changes after that are not synchronized. I think it would be really cool if one can play the game while the others can change it! This could be really convenient when testing the level with testers :).

Does anyone have thoughts on this or other features?

i hope we get this kind of thing faster can’t wait for something like this . Epic should add this function to unreal and they gain even more fame

Keep up the great work, . I can’t wait to see this released.

Does the right click on Actor > Simulation > Keep Simulation Changes (K) feature work on all connected clients while 1 or all clients are in Play mode?

This is going to be so helpful and better yet if Epic makes UE VR friendly. MakeVR take that!

Never actually tested that. Property synchronization is still very simple, it only works for the root component for example. But I assume it won’t work right now.

Next week I finish the project for school and then I can continue development :). I also have a meeting with and maybe . We be chatting about things like serialization and synchronization. In general about making MultiEdit a more trustable tool, because in the end you guys have to trust the plugin.

Made a video for a presentation

Edit: don’t forget to vote on the trello board!!

You sir, are totally awesome! Keep up the good work! :slight_smile:

file.jpg&stc=1

Hi ,

Any updates on this plugin ?

Yep, Any updates or realise date on this project ?

Super !!! cool

This is amazing, could really use this asap. Would pay definitely for. Good work .

This is awesome!

A feature suggestion: Identifying modifications’ owner.

It would be nice if it’s possible to show who edited which actors last. So for instance I click on user Piggy34 and all actors in the viewport that have been edited by him last get selected, or turn green etc. (only in my own viewport) This way in a session with multiple people you would be able to:

  1. Know the influence of various people.
  2. Make sure nobody edited your part of the level after you.
  3. Make sure you don’t edit something you shouldn’t.

It would be nice to also filter based on time. So only show modifications made in the past hour, for example. This way you’ll know what’s currently being worked on and by whom (otherwise without this filter - it’s obvious that all the objects would be selected, cause everything was edited at sometime in the past)

This should also extend to feature 2: Lock objects.

This one allow you to show others that you’re working on certain actors and nobody should/can interfere.

Feature 3 - Rollback.

It would be nice to be able to Undo actions on certain actor (a bit far-fetched maybe). Everyone works on different things, so Ctrl+Z has a completely different meaning. It would be great to be able to undo wrong changes that somebody did on one of your actors, for instance. To elaborate further, it does not have to be a full Undo feature (so not saving every single step), but more like “Rollback this actor to my version” or something similar.

Just ideas. Keep up the good work!

P.S. Indeed it feels like full support from Epic on this would be a very good idea.

Hi dimitrov and others,

First I would like to tell you guys and girls that I’ve been silent in this thread for the last few months. I am really sorry about that, my internship takes a lot of time. The good news is that I am done with that next week and I be working on MultiEdit again :slight_smile: !!!

You have some really nice suggestions! I also thought about those features, so it is really good to get the discussion going again! I really like your idea about selecting a user and see what he has been doing lately.

Right now I am mainly looking for a networking protocol that makes sure everything is “perfectly” synchronized. And supporting everything in the editor also be really hard, since UE4 is ssssooooo big!

About your comment that it is a good idea to get support from Epic, I may have some news about that in a week as well.

PS. You (and others) can always add me on Skype if you would like to chat!