Cavrnus-CVT : Using Cavrnus Spaces
With Cavrnus, you now have two ways to store the configuration of a scene.
Saving/Restoring States
Saving a session as a state works the same as in standard CVT.
Click the Save button in the HUD to store the current scene configuration as a local file.
This file is stored in the
YourProjectName/Saved/SaveGames
sub-folder of the packaged projectThe list of sessions includes those you have saved, as well as those saved by other participants in the Space.
You cannot edit existing saved states, and you cannot save or restore states in VR.
The Journal
Cavrnus uses the concept of a Space to define a unique connection between users during a session. Each Space has a database called the Journal which stores changes to the scene in real-time as a series of edits.
The Journal includes a complete history of all the changes that take place within that Space, going all the way back to when the Space was created.
Changes are stored automatically in real-time. No buttons or triggers are required to update the Journal with a new addition or property change.
Your team can have as many different Spaces, each with a unique Journal to store different configurations for your scene.
Spaces are persistent. So when everyone leaves the session, the scene will still be in the same state it was left in when you return. No save file loading required.
Pro-Tips
Combining the use of both Saved States and the Journal provides new strategies for users to enhance their design/review experience.
The Journal stores a history of changes made within a Space on the Cloud, including the addition and removal of objects.
Saved States store a snapshot of the current state of all object properties that have changed.
NB: The following strategies are not supported features. They simply represent opportunities for advanced users to discover emergent behavior by combining two powerful systems, such as Collab Viewer Template and Cavrnus Spatial Connector.
Transfer changes between duplicate Spaces
If you have teams working in parallel developing a scene in duplicate Spaces, you may be able to capture specific changes in one Space using a Saved State and merge those changes to another Space.
This would be analogous to creating branches in code and merging specific changes.
This will only work between duplicate Spaces, as each object instance placed in the scene is assigned a GUID in the Journal.
This requires isolating the objects whose properties you wish to merge. Currently this must be done manually.
Capture changes in a Space Feedback
If you have teams working in parallel developing a scene in duplicate Spaces, you may be able to capture specific changes in one Space using a Saved State and merge those changes to another Space.
Save the state of the Space from the CVT HUD.
Grab the .sav file from the packaged SavedGames folder and put it in the source project folders.
From the editor Content Browser, navigate to Content/CollaborativeViewer/Blueprints/Tools
Right-click "Editor_Collab_ViwerUtility_BP" (yes, it is misspelled in UE 5.0) and select "Run Editor Utility Widget".
From the menu that pops up, select the state that you saved in Step 1.
Caveat: This cannot be undone! So check everything out before you hit Save All.
Refer to the Epic Documentation for more information on Saving States in a session.