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how to use SVN for umap

Hi Guys,

I want to ask about svn. I have successfully set up SVN for my team. Currently we are using it limited to assets (including blueprint, etc). However, we are having difficulty in working together in umap.

For example, two level designer working on one large map. They want to divide the map into three sections. I am wondering if it is possible to work like this on Unreal Engine (two level designers work on one map file). From svn technical view, I think one file should only be edited by one person at a time. But artist need collaboration. Any of you guys know how to solve this?

Also, I'm aware of some bugs in Unreal Engine with SVN.

Thank you in advance for your help.



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asked Sep 01 '14 at 04:29 AM in Everything Else

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We actually have a workflow similar to what you are looking for in Fortnite. We split our levels up into multiple sub-levels, with a top-level (mostly empty, save for post-processing volumes, lighting etc.) 'persistent' level. This means that we have multiple .umap files on disc for one 'level'.

You would set this up like this in the level browser (accessible from Window->Levels):

alt text

I'm curious as to what the bugs in Unreal's SVN integration are that you refer to - are you encountering a specific issue that is causing you problems?

levels.png (33.6 kB)
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answered Sep 01 '14 at 09:31 AM

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Tom Sarkanen STAFF
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avatar image BatavianIsmail Sep 02 '14 at 12:09 AM

Hi Tom,

Sorry for late respond. Thank you very much for your help. It really what we need.

Bugs that we encounter: 1. For the assets that already loaded (sync) into artist's local computer. For example, Joe work on a blueprint, let's say BP_Test01. He check out the blueprint and work on that. Then after he finish, he check in the file. Then I sync my Unreal Engine project. When I open the BP_Test01, I can't see the newest file. But if I check the 'diff' there are differences between my the previous version with the current version. However, if I restart my Unreal Engine editor, I get the newest file. It's not a big deal for now, however. 2. Everytime I close my UnrealEngine editor, I get the Crash Reporter. I'm attaching the screenshotalt text

Once again, thank you for your help.



crash.png (43.1 kB)
avatar image Tom Sarkanen STAFF Sep 02 '14 at 09:03 AM

Thanks for the report!

We have already fixed the shutdown issue, which can be found in GitHub master branch here.

I've also entered an issue about the synced data not matching (although we are aware of this issue in general - it is not an SVN-specific problem, rather an issue with reloading data modified 'outside' of the engine).

avatar image Bn_Green Sep 02 '14 at 11:05 AM

thanx that help us alot for the level sync part, we still have crashes when close the editor

avatar image Tom Sarkanen STAFF Sep 02 '14 at 11:06 AM

Just to clarify, are you reporting that the editor still crashes for you after you have integrated the above GitHub commit?

avatar image Bn_Green Sep 02 '14 at 12:13 PM

i didnt test the gitHub yet i will check it later. but for the mean time, i have multiple levels that construct one level (one for each artist). after that do i ship them all together as level streams or there is a way to merge them ?

avatar image Tom Sarkanen STAFF Sep 02 '14 at 01:17 PM

You have a couple of options, depending on what you want to ship and how flexible you want your data to be when shipping.

If you are not using streaming, the recommended way would be to change the sub-level streaming method to 'always loaded': alt text

Or you can move all actors in each of your sub-levels into the persistent level by using the 'Move Selected Actors to Level' option. This of course has the disadvantage of not allowing further collaboration or moving to streaming at some later time.

levelstreaming.png (28.5 kB)
avatar image Bn_Green Sep 02 '14 at 03:06 PM

alt text i got stuck with this error most of the time. i know i disturb you with my questions. can you explain for me check in check out sync

i guess am understanding them the wrong way because most of the maps are locked now :)

svn.png (191.6 kB)
avatar image Tom Sarkanen STAFF Sep 02 '14 at 03:10 PM

It looks as if someone else has your map file locked (or it is locked in another working copy by yourself). If you hover over the map in the content browser it should tell you who has it checked out in the tooltip.

avatar image Bn_Green Sep 02 '14 at 03:12 PM

does checkout lock the asset ? and checkin release?

avatar image Bn_Green Sep 02 '14 at 03:21 PM

alt text

yes it is locked by me :) but i cant check in to unlock them :) is there any way to unlock them ?

svn02.png (302.9 kB)
avatar image Tom Sarkanen STAFF Sep 02 '14 at 03:22 PM

Check-out locks the asset and check-in releases it, yes. The problem you look to have is you have it checked out/locked in another working copy to the one you are testing in.

avatar image Bn_Green Sep 02 '14 at 12:42 PM

yes i have this error !Id:6f13ba68efa1aac8ac41e24f81a92ac0

No minidump found for this crash.

avatar image BatavianIsmail Sep 03 '14 at 12:49 AM

I'm cloning the newest UnrealEngine from Github. In mean time, I tested SVN using UE 4.4 that I compiled from Github Source one week ago. I got this crash report. FYI, I put my compiled UE4.4 in my E drive. If it has been fixed, please ignore this report. I haven't finished cloning the UE 4.4 because I have limited bandwith. .alt text

newcrash.png (62.9 kB)
avatar image Tom Sarkanen STAFF Sep 03 '14 at 08:25 AM

Yup, that was the crash that was fixed in the above GitHub master branch commit.

avatar image Bn_Green Sep 03 '14 at 07:56 PM

as for my issue it solved after using 2 different accounts with svn. cheers

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