Other editors
Editors that run Ferryman find each other and appear on the Editors page of the panel and in the Send to menus.
How editors find each other
Section titled “How editors find each other”- On the same machine they find each other directly, through a small registry folder; no network settings are involved.
- On your network each editor announces itself with a small message on UDP port 47474 (multicast). Parcels then move over TCP, on a port that is picked freely unless you set one.
Each editor is listed with its project, its engine version, the device name (the computer name unless you set one in the settings), its address and a short key fingerprint, and whether it is on this machine, paired or not paired yet.
If nobody shows up, open another project with Ferryman enabled, and on other machines allow Unreal Editor through the firewall for private networks. See Installation. Turn Enable Network off to stop finding and being found; parcel files and the dock keep working. Announce On LAN off keeps the editor visible on its own machine only.
- Select assets or folders in the Content Browser.
- Press Send next to an editor on the Editors page, or right-click and choose ta Ferryman > Send to > the editor.
- The parcel is packed and offered. The receiver lands it right away, or reviews it first (see When the review appears).
The Transfers page follows it: Waiting for them until the receiver decides, then Moving and Delivered, or Declined. When it has landed, the sender gets a notification.
Copy and paste between editors
Section titled “Copy and paste between editors”- In one editor, select assets in the Content Browser and press Ctrl+C (or right-click > ta Ferryman > Copy for another editor).
- In another editor, open a folder in the Content Browser and press Ctrl+V.
The assets are fetched and land straight into the open folder, with what they need next to them. A paste doesn’t ask for a review unless something already here differs.
- Ctrl+V only steps in when the copied assets don’t exist in that project. Otherwise the Content Browser pastes as usual, so normal copy and paste inside one project is not affected.
- Ctrl+Shift+V, or right-click > ta Ferryman > Paste from another editor, always pastes from the other editor.
Pairing and trust
Section titled “Pairing and trust”- Editors on the same machine trust each other.
- Another machine is trusted after you pair with it: the first parcel from it shows four check words on both editors. Compare them, land, and tick Trust this machine from now on. Its later parcels follow the Review Arrivals setting instead of always asking.
- Editors that send with your connection code are treated like a paired machine.
Pairing is per machine: all its editors share one key. See Security for how this works and how to forget a machine.
Different engine versions
Section titled “Different engine versions”Editors with different engine versions see each other too. Sending to an older engine adds the recipes by itself, so textures, static meshes and material instances are rebuilt there; other types are reported as unable to land. Sending to a newer engine needs nothing special. See Older engine versions.