Sent. Mine is jesterjer88
JesterJer88
Recent community posts
Hey there! I’m Jeremiah, a Game Design student at Full Sail University with experience in level design, gameplay flow, and environment setup.
I’d love to join your team as a Level Designer! I’ve worked on several small projects focused on pacing, player navigation, and creating interactive spaces that support gameplay mechanics and mood.
I’m comfortable adapting to new engines or workflows; what matters most to me is crafting a solid player experience and collaborating with the team. If you’re still looking for a designer, I’d be thrilled to jump in and help build something spooky!
I’m also in the jam’s Discord if that’s easier for coordination!
FYI: I fixed a profile email issue and reposted from this account.
Hey, I just ran across your post and I would know how to do it but... I would first ask if you/your team are using any type of source control? That would be the simplest way to merge everything.
Short answer: Blueprints are binary .uasset files, so you can’t do a traditional text merge. The safest workflow is source control + file locking so only one person edits a BP at a time.
Recommended setups
-
Perforce (best for Unreal): Use exclusive checkout (locks). In UE:
Source Control > Connect to Perforce. Only one person can check out a Blueprint; others get it read-only. -
Git: Use Git LFS + file locking. Mark
.uassetas binary in.gitattributesand lock files before editing. (Merging .uasset isn’t meaningful; avoid concurrent edits.) -
Plastic/Unity Version Control: Also supports locking and works fine with Unreal assets.
If you already have conflicting versions
-
Use the Editor’s Asset Diff (
Right-click asset > Asset Actions > Diff…) to compare graphs, then manually copy/paste nodes from one version into the other. It’s not an auto-merge—more like guided reconstruction.
If not, there is another way but this is the easiest. Hopes this helps.