MultiEdit - Collaborative Level Editing Plugin

I am not sure yet. There are some things I have to fix before releasing a version. I did compile it for 4.10, so that is good.

Just a little update:
Had some discussions at Epic with some people about this feature and did some more research in how google docs does it’s stuff and it made me release something really important. Currently I am catching callbacks from the engine. However, because the engine is so big and a lot of features don’t use callbacks it could never be 100% “fool” proof this way.

So there is another way of doing it, however that would need some engine features. Instead of getting callbacks, merging assets in real-time would be a better solution. It wouldn’t matter how you do something as long as the asset is being updated in real-time, merged (somehow) and loaded in real-time. There would be a need for text versions of actors (won’t be much of a problem). I assume that mainly the “loading” new versions of assets real-time would be the hardest thing to do.

Another way could maybe be using the “undo” “redo” system, but I found that that is really inconsistent.

If someone has any resources how to do real-time merging with rules for datatypes like components, please let me know :). Anyway let me know what you think.

Something like this does need to be done at an engine level. However I do think the way to approach this would be to have a server which loads a copy of the level, and designers can lock individual objects to edit them. These changes should then be reported to the server, which updates all other designers. An objects lock status should also be synchronized so people can’t try to lock an object that’s already locked.
It’s my understanding this is how it works currently, except through the use of callbacks when objects have been modified etc instead of at an engine level?

I don’t understand what they were talking about, merging assets in realtime, but it doesn’t sound like it’s tackling the right problem?

Ooh just noticed that was my epic account.

For people that are interested in this technical discussion. You should take a look at google realtime api. This merges text files realtime and calls other clients when one client changed something. Everything would be done a layer above the editor/engine when a file changed it would go to the server and other clients get notified. Then the async loading/updating should take place. Sadly there is no C++ api for it, so I can’t use it.

Holy shmowzow if you get this working…

I NEED IT.

Definitely following this thread.

Cool! Yeah I am kinda resurrecting the thread again.

If anyone is interested we’ve been working on a UE4 Plugin which shares some similar features to MultiEdit which we’ve called ODIN Tracker.

Although our plugin’s focus is more towards improving project management and source control workflows and non-realtime collaboration for teams using UE4 such as the ability to place tasks and QA related tools directly in the editor’s viewport and at runtime and which can be shared amongst your team members via hooking into version control solutions :slight_smile:

More info can be found here: https://forums.unrealengine.com/showthread.php?106482-ODIN-Tracker-for-UE4

Feel free to also join us on our official Discord Server via http://discord.odintracker.io if you’d like to know more and/or provide feedback + questions.


I’ve also stayed in contact with for the better part of a year with a goal that we may one day offer deep integration between our 2 UE4 Plugins while of course allowing them to operate in a standalone capacity.

P.S. Let me be clear that nothing has been agreed upon between us and as of yet and this has just been a general discussion at this point.

opensource ! another developers polish the code

Just wanted to put in my two cents here - I’m also looking for a solution to this problem. Our team is currently working on a prototype with a large, dense map, and only being able to have one person working on the map at a time is killing our productivity. We’re starting to look into more hacky solutions, but something like this would be a dream fix.

Also, I’m looking at the “World Outliner” and wondering if that could be broken out, and whether that “World Outliner” could be pointed to other ‘child’ (for lack of a better term) outliners. If we could somehow do that, I think that would largely allow us to work how we’d want to work.

By this I mean, Designer 1 works with World Outliner Child 1, adds a bunch of NPCs and events to his section of the map, and simultaneously Designer 2 works with World Outliner Child 2, adds a bunch of NPCs and events to her section of the map, and then they both check them in. The parent “World Outliner” then would just pull the references from those child lists?

Has anyone seen any solutions like this? I don’t know if it would even be possible.

Alternatively you can do what our team has found useful,

https://www.getsync.com/

-use BitSync to synchronize the content folders, or project folders.

Then use the Live Editor <- still having some issues with the Live Editor

I part of a project called Scene Fusion that is bringing real-time multi-user collaboration functionality to Unity, and is similar to Multiedit. If there is enough interest from the Unreal community, we can bring it here as well.

@grimunk We would be very interested and you should consider not only creating a UE4 Forum Thread to generate interest but perhaps also submitting your project for an Unreal Dev Grant to help with your efforts to port your product to the UE4 engine if enough demand is generated from your forum post :wink:

Is this project dead ?

I’ve been looking all over for something to use as a multi edit feature for my small time dev company. without a huge budget, this seems like it would be a first purchase, keep us updated!

Syncthing solves asset synchronization for me, but how do i use Live Editor? Could you give any info on hosting listen server with it? What does it even do?

This plugin becomming a reality would be really cool. It would be incredible to be able to work on games with people in real time. Can’t wait to see this happening.

I have a few suggestions, after the initial version is released.

I have played some time ago Second Life, and I was amazed at the idea to use Unreal Engine 4 to build these kinds of worlds, scripting minigames with blueprints.


So, I propose some kind of fork of the Multi Edit plugin, that adds the following features:

-Economy simulation determined by the central server. Assets you buy are stored inside editor as encrypted files, to use them only on that server
  • You get controll of a character, and also have chat features or voicechat options
  • the interface is already in the engine, in the form of VR editor. It could be adapted, so you would have a full screen experience
    -url navigation. In Second Life, maps could be loaded by typing an url in a browser-like bar.
    -mesh asset permission systems
Servers could be called realms, and maps that each player could create, shards.


   In other words, the plugin could be gamefied in another fork, attracting another type of audience than the devs.


  Here is a video of Everquest Landmark, in which a player places assets from inventory.

[video]- YouTube

Tbh a better example would be Halo 5’s Forge.

Hello, before I continue, I want to make it clear that I am not trying to steal away viewers from this forum. After all, we are all really simply trying to obtain this plugin in one way or another. I wanted to say that I am currently working with a few people to bring this plugin to life. If or anyone else is interested in working with us, you may contact us at: @gmail.com Also, for those interested in obtaining this plugin, please subscribe to this channel, and watch out latest updates. We be starting a Kickstarter to pay for development fees. All donators who pledge 10 or more dollars to fund this plugin, when our Kickstarter launches, receive the entire plugin. (You may also receive a server set up for the plugin, however, this is not yet determined.) Thanks,

Videos:

ANY ETA any plans to open development of this much needed plugin

This still live or it is a dead project? I can’t find it anywhere. :frowning:

Is this not happening anymore? I’d be more than happy to pay for this myself