how to use SVN for umap
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.
asked Sep 01 '14 at 04:29 AM in Everything Else
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):
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?
answered Sep 01 '14 at 09:31 AM
Tom Sarkanen STAFF
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