UE4 and SVN best practices?

Hello. I’m using svn with unreal and there’re some questions:

  1. There’re tons of files changes even if I just open editor. Should I commit them? If yes can it be a merge problem because of another team members have this changes on their own?
  2. If I’m changing a blueprint, and my teammate changing it too and it seems that there’s no any conflicts on check in from editor. If I’ll update with tortoise svn in windows I have warnings, but how can I merge files - they are binaries?
  3. I can commit from editor the files in Content folder. What about other files - code, configs etc? It seems I can’t commit such files from editor and need separate outer tool. So why to use UE source control?

Hi,

  1. The extra changes listed in the check in dialog have been fixed for 4.2, this was a bug incorrectly displayed files in the Engine’s built-in folders. Committing them should fail as they will not be part of your working copy.
  2. If you are both chnage the same Blueprint, the editor should acquire a lock on the file for one of you, so denying concurrent work on a single .uasset. If this isnt the case could you run through some steps you performed to get this to happen, as it sounds like a bug. You cannot merge binary files, which i why we do this locking.
  3. Source control integration can be added to your IDE or to Explorer via third-party tools. We don’t display or manage source code within the Editor so we don’t provide integration to manage those files at the moment.