How to working together with 2 or more peoples?

can somebody help us to explain, how to working together with 2 or more person at the same time in the same level and project ?

Many Thanks

Arismcars

If you don’t use a version control system already, you might want to look into that. I don’t know what background knowledge you have and I don’t know anything about the server side myself, but here’s some documentation on how to set up Subversion (SVN) for Unreal:

Whether you use Source Control or not, you won’t be able to have two people work on the same uasset file at the same time without one of them losing their work. This includes maps, materials and Blueprints.

However, as long as you work on different assets (even of the same type), you should be fine. There are some exceptions where a change in one asset automatically changes all assets where it is referenced but that’s usually something that can be corrected manually (though this can be annoying) when it happens.

For levels, it’s generally recommended to split large levels into smaller sections that are automatically streamed into a Persistent Level, so they get combined again in the game. Here’s some documentation on World Composition: World Composition in Unreal Engine | Unreal Engine 5.2 Documentation

Aside from moving different map areas into separate maps, you can also use this to, for example, split static content from gameplay/blueprint logic.

For Blueprints, I’d recommend trying to split gameplay logic into separate actors or components as often as possible to keep Blueprints small. For example, instead of storing the inventory in the PlayerCharacter, create an InventoryComponent, so you only need to add it to the PlayerCharacter once and from then on only edit the component if you need to make any changes. You’ll probably have some basic Blueprints that everyone needs to change all the time (such as the Player Controller or the Game Mode, especially for Multiplayer games). Still, try to keep them small to minimize the pain for everyone involved. Aside from components, you could also use nested inheritance, so you have the basic logic in one Blueprint and some more specialized logic in a child Blueprint, which you then use for the game.

The teams working on projects can be quite large, but it’s usually manageable. You’ll have to work out some kind of workflow on how to make sure that one developer doesn’t block the others from working. For example, you could agree to always submit your changes as soon as you’re done with an asset, so it doesn’t remain locked longer than absolutely necessary. In general, I prefer submitting my changes in small chunks, so I don’t hoard too many assets at the same time. It also helps to talk to your colleagues during development. For example, if you need to add a variable or event to a Blueprint they’re currently working on, you could ask them to add it for you, etc.