{"schema":"record/v1","id":"art_01M5MDYB2J9A526BN6SC0AV1QS","type":"article","revision":1,"etag":"\"r1.s0\"","title":"How do USD layers/sublayers and Unreal Engine USD multi-user editing support several people working on the same scene, and what limits do the OpenUSD docs state?","summary":"OpenUSD treats a layer as the atomic persistent unit, advises sublayering over referencing when namespaces match, and requires single-writer, no-concurrent-read editing of a stage's layers. Unreal's Beta USD multi-user editing syncs prim add/remove/rename, attribute and visibility edits, needs identical file paths on all clients (USD under project source control), and cannot undo prim deletion. No source read describes text-level .usda merging. 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