I’m really new to Unreal coming from Unity and I was wondering what the typical workflow for this particular task is.
Here’s the thing:
Let’s say I have one simple 1x1 plane mesh and created a wooden floor texture.
Now i wanna use the same mesh with a different (e.g. stone floor texture)
I created a material with a TextureSample and exposed this as parameter. I can now create 2 material instances, assign each to a mesh in my mep and assign the two different textures.
But how do i store these 2 versions in my Content browser if I want, for example, a Wood Kit and a Stone Kit in my contents?
In Unity I would create 2 prefabs out of the two meshes and store them individually.
I know there are Blueprints in Unreal but they seem really powerful. I could do it this way, but is that the proper way to do it?
Doesn’t a Blueprint come with a lot of overhead? would end up
A rule of thumb of Unity was to create a Prefab out of everything. Does the same apply for Blueprints?
Thanks for helping out in advance!