Is P4V (Perforce client) interaction needed for non-programmers when using a C++-based project?

I understand Perforce itself would need to be installed & the project initially checked out from source control on each workstation, but, I am trying to find the simplest workflow for our non-programmers and making sure they always have the latest compiled DLL. i have read the documentation at Using Perforce as Source Control | Unreal Engine Documentation , but it seems a little vague or lacking in some areas, or maybe I’ve missed something…

When I was testing making simple changes in editor - adding, editing, & deleting assets/blueprints - it seemed like the UE4 editor was good at tracking all of these changes and syncing the changes to the Perforce server. However, if I made C++ source changes, recompiled the DLL, sync’d it via p4v, on a secondary machine it didn’t seem like there was any way in the UE4 editor to recognize the binary changes.

If I go into p4v on that secondary machine, I can pull the latest DLL no problem, just trying to keep non-programmers from having to learn that side of things if possible.

Does this work for others out of the box?

Any advice from more veteran Perforce users out there on best practices?

4.14.3 if it makes any difference.