I’m working on a project with several colleagues. I’m on Linux, and they’re using Windows. I’ve built Unreal Engine 5.4.4 from source, while they are using the binary build.
The project is centralized on a Teams SharePoint site for remote collaboration. However, when opening the project on either platform, we encounter a versioning error. So far, we’ve chosen to skip the error and continue working.
Could this lead to problems in the foreseeable future, and if so, how might we address or mitigate them?
Make a test build with assets created on different platforms.
If everything works, then you don’t have to worry (probably).
Some of my projects had thousands of different warnings (there were reasons for that) and worked just fine.
Of course, ideally, you and your colleagues need to work in an engine compiled from the same source code, then the problem will disappear completely (should disappear).
Off the top of your head, do you have any test cases we can use to try and break things? That way, we can ensure our pipeline holds up in various scenarios.
If I had any strange problems, they were related to:
structures (the project might not be packed)
events/functions (they worked in the editor, but not in the packed project)
multi-level inheritance in widgets (default values set in widget editor (in details panel) are going crazy)
I think this is the first thing worth checking in the test build.