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Multi-User Editing

This topic covers the steps needed for configuring Multi-User editing within an Unreal Engine project.

If a Multi-User Server is configured and running, any additional machine on the same network as the render nodes will be able to run the project in Edit mode and make live changes. Any changes to the project made while there is an active workload will be reflected in real-time.

  • Client-Server Live Collaboration
  • Real-time Synchronization of Assets
  • Lightweight Transaction-based Sync
  • Compliments Source Control
  • Not necessary to use Source control but is recommended
  • Multiple platform Support During Collaboration
  • Works over LAN or VPN

Prerequisites

  • All clients must be using the same Engine build.
  • All computers must be on the same LAN or VPN.
  • All users must be working on matching project name.
  • All users must start with exactly the same content - typically synced from source control.

Configuring Multi-User Editing in a project

  1. Navigate to Edit > Project Settings… > Plugins > Multi-User Editing. Multi-User Editing
  2. Ensure Enable Multi-User Toolbar Button, Auto Connect and Retry Auto Connect on Error are enabled.
  3. Set the Default Server URL to the name of the machine that will be running the Multi-User Server (e.g. “NDISPLAY-4”).
  4. Set Default Session Name to something unique (e.g. “MUS”).
  5. Save and close the project.

Configure UDP Messaging

  1. In Project Settings…, click the checkbox to enable UDP Messaging plugin.
  2. Add your own IP address in Unicast Endpoint. In this case, 10.0.0.16:0 Note that the port here is 0.
  3. The Multicast Endpoint used the default settting in this example. Add Advanced > Static Endpoints IP addresses for the other user/s. In this case, 10.0.0.19:6666 Note that the port here is 66666. Multi-User Editing

Designer Worfklow

  1. Distribute modified project to all nodes (this can be done through).
  2. Launch the Multi-User Server on the machine specified as the Default Server URL (either launched standalone UnrealMultiUserServer.exe or through the Unreal Editor.
  3. Make sure the server is visible on the network the nodes are connected to.
  4. Open the in and Start the workload.
  5. Connect to the Multi-User Server using an editor and make modifications.

Multi-User Editing Multi-User Editing

The project’s Preferred Sync Adapter must be set to a network accessible by all required machines.

Multi-User Editing

To learn more about Multi-User Editing (MUE) from Epic’s official documentation: