PCG Biome Plugin Multi person Collaborative Development Problem

Hi,

Recently, I have been trying to use the PCG Biome Plugin to create levels, but its design seems not very user-friendly for multiplayer collaboration. Everyone’s editing behavior will be input into the Biome Core uniformly, which can easily cause conflicts. What I want to ask is what standards should be followed when using this plugin for multi person collaboration to avoid conflicts. Or will this plugin make optimizations for collaborative development among multiple people in the future?

Hi Xiaodi,

Let me know if this answers your questions!

You can set your BiomeCore graph to be generated As Preview and use the provided Builder workflows to update globally at the required occurrence rate for your project.

This will let users add Biome actors to the world, they will see their updates live but wont create contention on the biome core actor.

You can also enabled Is Partitioned and Hierarchical Generation to subdivide the output into multiple grid cells.

The documentation around the preview/load as preview workflow is unfortunately not complete yet but the gist of it is this:

1- Mark your BiomeActor(s) as “Load as Preview” (Editing Mode on the PCG Component)

2- Save your actor(s).

3- On reload, they will be marked as “Preview”, namely that changes that affect their generation only will not dirty the actor.

4- A commandlet (see the world partition commandlet reference for details, at the bottom of the page https://dev.epicgames.com/documentation/en\-us/unreal\-engine/world\-partition\-builder\-commandlet\-reference?application\_version\=5\.5\) can be run to update the actors and save them, optionally submitting too.

Note that in the upcoming 5.6 release, further customization is available locally on Biome actors without requiring to edit shared assets, helping to reduce further more to the contention while the proposed solution (preview workflow) still applies.

Hope this helps,

Julien