Asset mods by engine on different platforms

This isn’t a problem for me right now but when I scale up it will be and I can’t imaging larger teams don’t have a problem with it.

Typically I develop on PC and only package and debug on iOS. I do modify code on a MAC, but not typically assets.

This is what I’ve noticed:

  1. Work on PC, add a new texture
  2. Distribute the new build to MAC, package. Note that the new texture’s uasset now has a change.
  3. Commit my latest work on MAC (including the texture) and return to PC.
  4. After my next build the texture uasset will often (always?) be modified again.

This only happens on the first platform cycle, afterwards there are no new mods for this uasset as I just back an forth.

This seems like a problem in larger team. I would expect to have some independence between the uasset and its user driven changed vs engine data tweaks for the build process. If one person was on Mac and the texture owner continued to make changes before the Mac tweak were applied it seems a binary file merge conflict would happen.

But perhaps I have a bug in my project setup causing it - or some setting I’m not aware of or I’m just missing something that makes this not-a-problem.

What’s going on and how does it work in a larger team?