This is a follow on question to this locked question.
I was informed recently that by selecting nodes in a blueprint and pasting them into a text editor showed a text format of the nodes. I tried it and indeed, it works. I also tried copying objects inside a level and pasting into a text editor, and surprise, surprise, it worked:
Begin Map
Begin Level
Begin Actor Class=SkeletalMeshActor Name=my_character Archetype=SkeletalMeshActor'/Script/Engine.Default__SkeletalMeshActor'
Begin Object Class=SkeletalMeshComponent Name="SkeletalMeshComponent0" Archetype=SkeletalMeshComponent'Default__SkeletalMeshActor:SkeletalMeshComponent0'
End Object
Begin Object Name="SkeletalMeshComponent0"
SkeletalMesh=SkeletalMesh'/Game/Characters/my_character/my_character.my_character'
MaxDistanceFactor=1.355410
BodyInstance=(MassInKg=449.096893)
RelativeLocation=(X=-3015.054199,Y=-1168.384521,Z=-32.796158)
RelativeRotation=(Pitch=0.000000,Yaw=10.097433,Roll=-0.000000)
End Object
SkeletalMeshComponent=SkeletalMeshComponent0
RootComponent=SkeletalMeshComponent0
ActorLabel="my_character"
FolderPath="Matinee"
Tags(0)="POV"
End Actor
End Level
Begin Surface
End Surface
End Map
So the obvious question is, why doesn’t Epic allow us to save the asset files as text.
Obviously, there is a text serialization built into the system already.
Please give us the option to serialize the asset files in text format so we can merge files using the standard diff tools.
It doesn’t appear to be that UE4’s serialization system non-deterministicly reorders the copied nodes.
In any case, I would rather handle the merge pain myself instead of doing the git “No don’t touch that file, I modified it and am going to push it” dance.
Thank you,