This post is about content *management *rather than creation, but I think it’s still mostly relevant to this forum.
Over the past 15 months or so, I’ve acquired almost 700 asset packs from the Marketplace. I’ve decided I’m going to use 4.20 to build my (pastime) project (let’s hope it will be stable), as I think I now have all I need. So now, I first have to go thorough all of this, and import (most of) those 700 packs (some I’ll probably ignore; one only needs so many grass materials…). This is going to be a lot of work, so I want to get it right the first time, and waste as little time as possible.
What I do is have a separate project called AssetProject that I install any Marketplace assets into.
I can check out those Marketplace assets in that separate project and if there are things I want to bring over to my project, I’ll use the Migrate function from there, that way I only bring over what I want and all it’s dependencies.
I also usually move the assets to a folder in Content/Marketplace/ after bringing them into the Asset project, so when I migrate they go into the right folder in my real project. Then I add the resulting files to Perforce either through the editor or through my workspace view.
This has worked pretty well so far, but there are still some awkward issues that crop up like you mention. Renaming files or folders then doing “fix redirectors” works pretty well to solve some of those issues.
When I upgrade to a new engine version, I make a new AssetsProject for that engine version and use it from then on.
I know; that is why I decided to go for “bleeding edge” (4.20); by the time I’m done, there might be a 4.20.3 …
For most things, I try to buy at least two packs, so I can choose the best for my project. So I could very well not use half of those assets.
That one I hadn’t thought of. Is there some rule-of-thumb as to how much is too much? Or should I just add packs until the editor starts “crawl” and/or use too much RAM?
Still working on this one.
That sounds sensible. My thinking kind of went along those lines: when i have to do some manual work/repair, I first bring all needed tools and materials before I start. Otherwise I spend half of the time going up and down the basement stairs. That is what I wanted to avoid: having to “break the flow” of creating to go and dig through “countless” packages every time I need some specific asset.
I don’t have Fortnite; I’m more of a single-player kind of player.
I was considering doing it that way. But franktech suggest I might run into some editor limits if the AssetsProject becomes too big. I guess I can always break it up in Environment/Character/… if need be.
So you don’t “merge” the asset packs together in AssetsProject, you keep the packs separate, and only move/rename them in your actual project IF you decide to import them?